Difference between revisions of "User:JuliaCat/test"
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+ | <div class="mw-collapsible mw-collapsed"> | ||
+ | == Type and Type2 == | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {{#ask: | ||
+ | [[Type::+]] | ||
+ | | ?Type | ||
+ | | ?Type2 | ||
+ | | format = table | ||
+ | | sort = Type, Type2, From DLC | ||
+ | | limit = 500 | ||
+ | }} | ||
+ | </div> | ||
+ | </div> | ||
+ | <div class="mw-collapsible mw-collapsed"> | ||
+ | == Virtual Stats, Properties / Parameters, and Categories == | ||
+ | <div class="mw-collapsible-content"> | ||
+ | === List of Categories for reference === | ||
+ | {| id="Stat Categories" {{STDT|sortable}} | ||
+ | ! Def Name !! Label !! Display<br />Order !! Display<br />All By<br />Default !! # Of StatDefs !! Source | ||
+ | <!-- Core StatCategories --> | ||
+ | <!--================ General ================--> | ||
+ | |- | ||
+ | | Basics | ||
+ | ! Basics | ||
+ | | 10 | ||
+ | | {{Good|true}} | ||
+ | | 9 | ||
+ | | Core - General | ||
+ | |- | ||
+ | | BasicsImportant | ||
+ | ! Basics | ||
+ | | 1 | ||
+ | | {{Good|true}} | ||
+ | | 3 | ||
+ | | Core - General | ||
+ | |- | ||
+ | | BasicsPawnImportant | ||
+ | ! Basics | ||
+ | | 2 | ||
+ | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - General | ||
+ | |- | ||
+ | | BasicsNonPawnImportant | ||
+ | ! Basics | ||
+ | | 2 | ||
+ | | {{Bad|false}} | ||
+ | | 4 | ||
+ | | Core - General | ||
+ | |- | ||
+ | | BasicsPawn | ||
+ | ! Basics | ||
+ | | 11 | ||
+ | | {{Bad|false}} | ||
+ | | 38 | ||
+ | | Core - General | ||
+ | |- | ||
+ | | BasicsNonPawn | ||
+ | ! Basics | ||
+ | | 12 | ||
+ | | {{Bad|false}} | ||
+ | | 11 | ||
+ | | Core - General | ||
+ | |- | ||
+ | | AnimalProductivity | ||
+ | ! animal productivity | ||
+ | | 13 | ||
+ | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - General | ||
+ | |- | ||
+ | | Source | ||
+ | ! content source | ||
+ | | 999 | ||
+ | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - General | ||
+ | <!--================ Non-pawn ================--> | ||
+ | |- | ||
+ | | Apparel | ||
+ | ! Apparel | ||
+ | | 30 | ||
+ | | {{Bad|false}} | ||
+ | | 13 | ||
+ | | Core - Non-pawn | ||
+ | |- | ||
+ | | Implant | ||
+ | ! Implant | ||
+ | | 30 | ||
+ | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - Non-pawn | ||
+ | |- | ||
+ | | Weapon | ||
+ | ! Weapon | ||
+ | | 40 | ||
+ | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - Non-pawn | ||
+ | |- | ||
+ | | Weapon_Ranged | ||
+ | ! Weapon (ranged) | ||
+ | | 44 | ||
+ | | {{Bad|false}} | ||
+ | | 6 | ||
+ | | Core - Non-pawn | ||
+ | |- | ||
+ | | Weapon_Melee | ||
+ | ! Weapon (melee) | ||
+ | | 48 | ||
+ | | {{Bad|false}} | ||
+ | | 3 | ||
+ | | Core - Non-pawn | ||
+ | |- | ||
+ | | Building | ||
+ | ! Building | ||
+ | | 50 | ||
+ | | {{Bad|false}} | ||
+ | | 19 | ||
+ | | Core - Non-pawn | ||
+ | |- | ||
+ | | Ability | ||
+ | ! Ability | ||
+ | | 60 | ||
+ | | {{Bad|false}} | ||
+ | | 9 | ||
+ | | Core - Non-pawn | ||
+ | |- | ||
+ | | Drug | ||
+ | ! Drug | ||
+ | | 30 | ||
+ | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - Non-pawn | ||
+ | |- | ||
+ | | DrugAddiction | ||
+ | ! drug addiction | ||
+ | | 110 | ||
+ | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - Non-pawn | ||
+ | |- | ||
+ | | Terrain | ||
+ | ! terrain | ||
+ | | 13 | ||
+ | | {{Bad|false}} | ||
+ | | 2 | ||
+ | | Core - Non-pawn | ||
+ | <!--=============== Virtual categories ==============--> | ||
+ | |- | ||
+ | | EquippedStatOffsets | ||
+ | ! Offsets when equipped | ||
+ | | 70 | ||
+ | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - Virtual category | ||
+ | |- | ||
+ | | StuffStatFactors | ||
+ | ! Multipliers when made of this | ||
+ | | 74 | ||
+ | | {{Good|true}} | ||
+ | | 8 | ||
+ | | Core - Virtual category | ||
+ | |- | ||
+ | | StuffStatOffsets | ||
+ | ! Offsets when made of this | ||
+ | | 77 | ||
+ | | {{Good|true}} | ||
+ | | 0 | ||
+ | | Core - Virtual category | ||
+ | |- | ||
+ | | StuffOfEquipmentStatFactors | ||
+ | ! Multipliers when equipment made of this | ||
+ | | 80 | ||
+ | | {{Good|true}} | ||
+ | | 0 | ||
+ | | Core - Virtual category | ||
+ | |- | ||
+ | | Surgery | ||
+ | ! Surgical | ||
+ | | 90 | ||
+ | | {{Good|true}} | ||
+ | | 0 | ||
+ | | Core - Virtual category | ||
+ | |- | ||
+ | | CapacityEffects | ||
+ | ! effects | ||
+ | | 100 | ||
+ | | {{Good|true}} | ||
+ | | 0 | ||
+ | | Core - Virtual category | ||
+ | <!--================ Pawn ================--> | ||
+ | |- | ||
+ | | PawnCombat | ||
+ | ! Combat | ||
+ | | 110 | ||
+ | | {{Bad|false}} | ||
+ | | 31 | ||
+ | | Core - Pawn | ||
+ | |- | ||
+ | | PawnSocial | ||
+ | ! Social | ||
+ | | 120 | ||
+ | | {{Bad|false}} | ||
+ | | 13 | ||
+ | | Core - Pawn | ||
+ | |- | ||
+ | | PawnMisc | ||
+ | ! Misc | ||
+ | | 130 | ||
+ | | {{Bad|false}} | ||
+ | | 2 | ||
+ | | Core - Pawn | ||
+ | |- | ||
+ | | PawnWork | ||
+ | ! Work | ||
+ | | 140 | ||
+ | | {{Bad|false}} | ||
+ | | 36 | ||
+ | | Core - Pawn | ||
+ | <!--================ Misc ================--> | ||
+ | |- | ||
+ | | Meditation | ||
+ | ! Meditation | ||
+ | | 13 | ||
+ | | {{Good|true}} | ||
+ | | 2 | ||
+ | | Core - Misc | ||
+ | |- | ||
+ | | Genetics | ||
+ | ! Genetics | ||
+ | | 200 | ||
+ | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - Misc | ||
+ | |- | ||
+ | | Mechanoid | ||
+ | ! Mechanoid | ||
+ | | 13 | ||
+ | | {{Good|true}} | ||
+ | | 6 | ||
+ | | Core - Misc | ||
+ | <!-- Biotech StatCategories --> | ||
+ | |- | ||
+ | | Mechanitor | ||
+ | ! Mechanitor | ||
+ | | 105 | ||
+ | | {{Good|true}} | ||
+ | | 9 | ||
+ | | Biotech | ||
+ | <!-- Anomaly Stats_PsychicRituals --> | ||
+ | |- | ||
+ | | PsychicRituals | ||
+ | ! Psychic ritual | ||
+ | | 500 | ||
+ | | {{Bad|false}} | ||
+ | | 2 | ||
+ | | Anomaly | ||
+ | <!-- Anomaly Stats_Containment --> | ||
+ | |- | ||
+ | | Containment | ||
+ | ! Containment | ||
+ | | 600 | ||
+ | | {{Bad|false}} | ||
+ | | 3 | ||
+ | | Anomaly | ||
+ | <!-- Anomaly Stats_Serum --> | ||
+ | |- | ||
+ | | Serum | ||
+ | ! Serum | ||
+ | | 700 | ||
+ | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Anomaly | ||
+ | |} | ||
+ | |||
+ | Categories are listed by order of appearance in xml, and labeled as "defName - (label)" unless the two are identical: | ||
+ | === General === | ||
+ | ==== Basics ==== | ||
+ | ===== Basics - (Basics) ===== | ||
+ | ===== BasicsImportant - (Basics) ===== | ||
+ | ===== BasicsPawnImportant - (Basics) ===== | ||
+ | ===== BasicsNonPawnImportant - (Basics) ===== | ||
+ | ===== BasicsPawn - (Basics) ===== | ||
+ | ===== BasicsNonPawn - (Basics) ===== | ||
+ | === AnimalProductivity - (animal productivity) === | ||
+ | === Source - (content source) === | ||
+ | === Non-pawn === | ||
+ | ==== Apparel ==== | ||
+ | ==== Weapon ==== | ||
+ | ==== Weapon_Ranged - (Weapon (ranged)) ==== | ||
+ | ==== Weapon_Melee - (Weapon (melee)) ==== | ||
+ | ==== Building ==== | ||
+ | ==== Ability ==== | ||
+ | ==== Drug ==== | ||
+ | ==== DrugAddiction - (drug addiction) ==== | ||
+ | ==== Terrain - (terrain) ==== | ||
+ | === Virtual categories === | ||
+ | ==== EquippedStatOffsets - (Offsets when equipped) ==== | ||
+ | ==== StuffStatFactors - (Multipliers when made of this) ==== | ||
+ | ==== StuffOfEquipmentStatFactors - (Multipliers when equipment made of this) ==== | ||
+ | ==== Surgery - (Surgical) ==== | ||
+ | ==== CapacityEffects - (effects) ==== | ||
+ | === Pawn === | ||
+ | ==== PawnCombat - (Combat) ==== | ||
+ | ==== PawnSocial - (Social) ==== | ||
+ | ==== PawnMisc - (Misc) ==== | ||
+ | ==== PawnWork - (Work) ==== | ||
+ | === Misc === | ||
+ | ==== Meditation ==== | ||
+ | ==== Genetics ==== | ||
+ | ==== Mechanoid ==== | ||
+ | === Biotech {{BiotechIcon}} === | ||
+ | ==== Mechanitor ==== | ||
+ | === Anomaly {{AnomalyIcon}} === | ||
+ | ==== PsychicRituals - (Psychic ritual) ==== | ||
+ | ==== Containment ==== | ||
+ | ==== Serum ==== | ||
+ | </div> | ||
+ | </div> | ||
+ | <div class="mw-collapsible mw-collapsed"> | ||
+ | == Room Stats == | ||
+ | <div class="mw-collapsible-content"> | ||
+ | <div> | ||
+ | <!-- Core RoomStats.xml --> | ||
+ | {| {{STDT}} | ||
+ | ! Name !! Details !! Score Stages / Curve | ||
+ | <!--======= Primary stats (calcualated from physical conditions) =======--> | ||
+ | |- id="Impressiveness" <!-- defName="Impressiveness" --> | ||
+ | ! Impressiveness | ||
+ | |<!-- Details --> | ||
+ | * Worker Class: '''RoomStatWorker_Impressiveness''' | ||
+ | * Update Priority: '''1''' | ||
+ | * Display Rounded: {{Good|true}} | ||
+ | * Roomless Score: '''0''' | ||
+ | | '''Score Stages:''' | ||
+ | {| {{STDT}} | ||
+ | ! Min Score !! Label | ||
+ | |- | ||
+ | ! - | ||
+ | | awful | ||
+ | |- | ||
+ | ! 20 | ||
+ | | dull | ||
+ | |- | ||
+ | ! 30 | ||
+ | | mediocre | ||
+ | |- | ||
+ | ! 40 | ||
+ | | decent | ||
+ | |- | ||
+ | ! 50 | ||
+ | | slightly impressive | ||
+ | |- | ||
+ | ! 65 | ||
+ | | somewhat impressive | ||
+ | |- | ||
+ | ! 85 | ||
+ | | very impressive | ||
+ | |- | ||
+ | ! 120 | ||
+ | | extremely impressive | ||
+ | |- | ||
+ | ! 170 | ||
+ | | unbelievably impressive | ||
+ | |- | ||
+ | ! 240 | ||
+ | | wondrously impressive | ||
+ | |} | ||
+ | |- id="Wealth" <!-- defName="Wealth" --> | ||
+ | ! Wealth | ||
+ | |<!-- Details --> | ||
+ | * Worker Class: '''RoomStatWorker_Wealth''' | ||
+ | * Update Priority: '''2''' | ||
+ | * Display Rounded: {{Good|true}} | ||
+ | * Roomless Score: '''0''' | ||
+ | | '''Score Stages:''' | ||
+ | {| {{STDT}} | ||
+ | ! Min Score !! Label | ||
+ | |- | ||
+ | ! - | ||
+ | | impoverished | ||
+ | |- | ||
+ | ! 500 | ||
+ | | somewhat poor | ||
+ | |- | ||
+ | ! 700 | ||
+ | | mediocre | ||
+ | |- | ||
+ | ! 2000 | ||
+ | | somewhat rich | ||
+ | |- | ||
+ | ! 4000 | ||
+ | | rich | ||
+ | |- | ||
+ | ! 10000 | ||
+ | | luxurious | ||
+ | |- | ||
+ | ! 40000 | ||
+ | | very luxurious | ||
+ | |- | ||
+ | ! 100000 | ||
+ | | extremely luxurious | ||
+ | |- | ||
+ | ! 1000000 | ||
+ | | unbelievably luxurious | ||
+ | |} | ||
+ | |- id="Space" <!-- defName="Space" --> | ||
+ | ! Space | ||
+ | |<!-- Details --> | ||
+ | * Worker Class: '''RoomStatWorker_Space''' | ||
+ | * Update Priority: '''2''' | ||
+ | * Display Rounded: {{Good|true}} | ||
+ | * Roomless Score: '''350''' | ||
+ | | '''Score Stages:''' | ||
+ | {| {{STDT}} | ||
+ | ! Min Score !! Label | ||
+ | |- | ||
+ | ! - | ||
+ | | cramped | ||
+ | |- | ||
+ | ! 12.5 | ||
+ | | rather tight | ||
+ | |- | ||
+ | ! 29 | ||
+ | | average-sized | ||
+ | |- | ||
+ | ! 55 | ||
+ | | somewhat spacious | ||
+ | |- | ||
+ | ! 70 | ||
+ | | quite spacious | ||
+ | |- | ||
+ | ! 130 | ||
+ | | very spacious | ||
+ | |- | ||
+ | ! 349.5 | ||
+ | | extremely spacious | ||
+ | |} | ||
+ | |- id="Beauty" <!-- defName="Beauty" --> | ||
+ | ! Beauty | ||
+ | |<!-- Details --> | ||
+ | * Worker Class: '''RoomStatWorker_Beauty''' | ||
+ | * Update Priority: '''2''' | ||
+ | * Roomless Score: '''0''' | ||
+ | | '''Score Stages:''' | ||
+ | {| {{STDT}} | ||
+ | ! Min Score !! Label | ||
+ | |- | ||
+ | ! - | ||
+ | | hideous | ||
+ | |- | ||
+ | ! -3.5 | ||
+ | | ugly | ||
+ | |- | ||
+ | ! 0.0 | ||
+ | | neutral | ||
+ | |- | ||
+ | ! 2.4 | ||
+ | | pretty | ||
+ | |- | ||
+ | ! 5.0 | ||
+ | | beautiful | ||
+ | |- | ||
+ | ! 15.0 | ||
+ | | very beautiful | ||
+ | |- | ||
+ | ! 50.0 | ||
+ | | extremely beautiful | ||
+ | |- | ||
+ | ! 100.0 | ||
+ | | unbelievably beautiful | ||
+ | |} | ||
+ | |- id="Cleanliness" <!-- defName="Cleanliness" --> | ||
+ | ! Cleanliness | ||
+ | |<!-- Details --> | ||
+ | * Worker Class: '''RoomStatWorker_Cleanliness''' | ||
+ | * Update Priority: '''2''' | ||
+ | * Roomless Score: '''0''' | ||
+ | | '''Score Stages:''' | ||
+ | {| {{STDT}} | ||
+ | ! Min Score !! Label | ||
+ | |- | ||
+ | ! - | ||
+ | | very dirty | ||
+ | |- | ||
+ | ! -1.1 | ||
+ | | dirty | ||
+ | |- | ||
+ | ! -0.4 | ||
+ | | slightly dirty | ||
+ | |- | ||
+ | ! -0.05 | ||
+ | | clean | ||
+ | |- | ||
+ | ! 0.4 | ||
+ | | sterile | ||
+ | |} | ||
+ | |- id="Reading bonus" <!-- defName="ReadingBonus" --> | ||
+ | ! Reading bonus | ||
+ | |<!-- Details --> | ||
+ | * Worker Class: '''RoomStatWorker_ReadingBonus''' | ||
+ | * Roomless Score: '''1''' | ||
+ | * Update Priority: '''0''' | ||
+ | * Is Hidden: {{Good|true}} | ||
+ | ! - | ||
+ | <!--======= Dependent stats (calculated from other stats) =======--> | ||
+ | |- id="Infection chance factor" <!-- defName="InfectionChanceFactor" --> | ||
+ | ! Infection chance factor | ||
+ | |<!-- Details --> | ||
+ | * Worker Class: '''RoomStatWorker_FromStatByCurve''' | ||
+ | * Update Priority: '''0''' | ||
+ | * Is Hidden: {{Good|true}} | ||
+ | * Roomless Score: '''1.0''' | ||
+ | * Input Stat: '''[[Cleanliness]]''' | ||
+ | | '''Curve Points:''' | ||
+ | {| {{STDT}} | ||
+ | ! Cleanliness !! Infection chance factor | ||
+ | |- | ||
+ | ! -5 | ||
+ | | 1.0 <!-- Never worse than no tending at all --> | ||
+ | |- | ||
+ | ! 0 | ||
+ | | 0.5 | ||
+ | |- | ||
+ | ! 1 | ||
+ | | 0.2 | ||
+ | |} | ||
+ | |- id="Surgery success chance cleanliness factor" <!-- defName="SurgerySuccessChanceCleanlinessFactor" --> | ||
+ | ! Surgery success chance cleanliness factor | ||
+ | |<!-- Details --> | ||
+ | * Worker Class: '''RoomStatWorker_FromStatByCurve''' | ||
+ | * Update Priority: '''0''' | ||
+ | * Is Hidden: {{Good|true}} | ||
+ | * Roomless Score: '''0.6''' | ||
+ | * Input Stat: '''[[Cleanliness]]''' | ||
+ | | '''Curve Points:''' | ||
+ | {| {{STDT}} | ||
+ | ! Cleanliness !! Surgery success chance cleanliness factor | ||
+ | |- | ||
+ | ! -5 | ||
+ | | 0.6 | ||
+ | |- | ||
+ | ! 0 | ||
+ | | 1.0 | ||
+ | |- | ||
+ | ! 5 | ||
+ | | 1.15 | ||
+ | |} | ||
+ | |- id="Research speed factor" <!-- defName="ResearchSpeedFactor" --> | ||
+ | ! Research speed factor | ||
+ | |<!-- Details --> | ||
+ | * Worker Class: '''RoomStatWorker_FromStatByCurve''' | ||
+ | * Update Priority: '''0''' | ||
+ | * Is Hidden: {{Good|true}} | ||
+ | * Roomless Score: '''0.75''' | ||
+ | * Input Stat: '''[[Cleanliness]]''' | ||
+ | | '''Curve Points:''' | ||
+ | {| {{STDT}} | ||
+ | ! Cleanliness !! Research speed factor | ||
+ | |- | ||
+ | ! -5.0 | ||
+ | | 0.75 | ||
+ | |- | ||
+ | ! -2.5 | ||
+ | | 0.85 | ||
+ | |- | ||
+ | ! 0.0 | ||
+ | | 1.00 | ||
+ | |- | ||
+ | ! 1.0 | ||
+ | | 1.15 | ||
+ | |} | ||
+ | |- id="Grave visiting recreation factor" <!-- defName="GraveVisitingJoyGainFactor" --> | ||
+ | ! Grave visiting recreation factor | ||
+ | |<!-- Details --> | ||
+ | * Worker Class: '''RoomStatWorker_FromStatByCurve''' | ||
+ | * Update Priority: '''0''' | ||
+ | * Is Hidden: {{Good|true}} | ||
+ | * Roomless Score: '''1''' | ||
+ | * Input Stat: '''[[Impressiveness]]''' | ||
+ | | '''Curve Points:''' | ||
+ | {| {{STDT}} | ||
+ | ! Impressiveness !! Grave visiting recreation factor | ||
+ | |- | ||
+ | ! -150 | ||
+ | | 1.0 | ||
+ | |- | ||
+ | ! 0 | ||
+ | | 1.0 | ||
+ | |- | ||
+ | ! 150 | ||
+ | | 1.4 | ||
+ | |} | ||
+ | |- id="Food poison chance" <!-- defName="FoodPoisonChance" --> | ||
+ | ! Food poison chance | ||
+ | |<!-- Details --> | ||
+ | * Worker Class: '''RoomStatWorker_FromStatByCurve''' | ||
+ | * Update Priority: '''0''' | ||
+ | * Is Hidden: {{Good|true}} | ||
+ | * Roomless Score: '''0.02''' | ||
+ | * Input Stat: '''[[Cleanliness]]''' | ||
+ | | '''Curve Points:''' | ||
+ | {| {{STDT}} | ||
+ | ! Cleanliness !! Food poison chance | ||
+ | |- | ||
+ | ! -5 | ||
+ | | 0.05 | ||
+ | |- | ||
+ | ! -3.5 | ||
+ | | 0.025 | ||
+ | |- | ||
+ | ! -2 | ||
+ | | 0 | ||
+ | |} | ||
+ | <!-- Ideology RoomStats.xml --> | ||
+ | |- id="Biosculpter pod speed factor" <!-- defName="BiosculpterPodSpeedFactor" --> | ||
+ | ! Biosculpter pod speed factor | ||
+ | |<!-- Details --> | ||
+ | * Worker Class: '''RoomStatWorker_FromStatByCurve''' | ||
+ | * Update Priority: '''0''' | ||
+ | * Is Hidden: {{Good|true}} | ||
+ | * Roomless Score: '''0.7''' <!-- outdoors etc same as dirty room --> | ||
+ | * Input Stat: '''[[Cleanliness]]''' | ||
+ | | '''Curve Points:''' | ||
+ | {| {{STDT}} | ||
+ | ! Cleanliness !! Biosculpter pod speed factor | ||
+ | |- | ||
+ | ! -5 | ||
+ | | 0.7 | ||
+ | |- | ||
+ | ! -1 | ||
+ | | 0.9 | ||
+ | |- | ||
+ | ! 0 | ||
+ | | 1 | ||
+ | |- | ||
+ | ! 1 | ||
+ | | 1.25 | ||
+ | |} | ||
+ | <!-- Biotech RoomStats.xml --> | ||
+ | |- id="Assembly speed factor" <!-- defName="AssemblySpeedFactor" --> | ||
+ | ! Assembly speed factor | ||
+ | |<!-- Details --> | ||
+ | * Worker Class: '''RoomStatWorker_FromStatByCurve''' | ||
+ | * Update Priority: '''0''' | ||
+ | * Is Hidden: {{Good|true}} | ||
+ | * Roomless Score: '''0.75''' | ||
+ | * Input Stat: '''[[Cleanliness]]''' | ||
+ | | '''Curve Points:''' | ||
+ | {| {{STDT}} | ||
+ | ! Cleanliness !! Assembly speed factor | ||
+ | |- | ||
+ | ! -5.0 | ||
+ | | 0.75 | ||
+ | |- | ||
+ | ! -2.5 | ||
+ | | 0.85 | ||
+ | |- | ||
+ | ! 0.0 | ||
+ | | 1.00 | ||
+ | |- | ||
+ | ! 1.0 | ||
+ | | 1.15 | ||
+ | |} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | == Stats Nav Test == | ||
<div class="mw-collapsible"> | <div class="mw-collapsible"> | ||
+ | === All 230 Stats === | ||
+ | <div class="mw-collapsible-content"> | ||
+ | <!-- Capacities don't really belong being merged with a long list of stats that diverge from pawn related info, but it is such a small list that it doesn't necessarily warrant its own nav --> | ||
+ | ;[[Capacity|Capacities]] | ||
+ | :[[Pain]] • [[Consciousness]] • [[Moving]] • [[Manipulation]] • [[Talking]] • [[Eating]] • [[Sight]] • [[Hearing]] • [[Breathing]] • [[Blood Filtration]] • [[Blood Pumping]] • [[Digestion]] | ||
+ | |||
+ | <!-- 242 StatDefs: 230 Stats, 12 Bases, 233 defNames --> | ||
+ | ;Basics - <small>Important</small><!--{1} 3 StatDefs | ||
+ | --> | ||
+ | :[[Market Value]]<!--{ParentName="MarketValueBase", 2510} | ||
+ | --> • [[Market Value Ignoring Hitpoints]]<!--{ParentName="MarketValueBase", 2510, Always Hide} | ||
+ | --> • [[Honor Value]] {{RoyaltyIcon}}<!--{2508} | ||
+ | --> | ||
+ | |||
+ | ;Basics - <small>Non Pawn Important</small><!--{2} 4 StatDefs | ||
+ | --> | ||
+ | :[[Nutrition (Stat)|Nutrition]]<!--{3000} | ||
+ | --> • [[Medical Potency]]<!--{4000} | ||
+ | --> • [[Medical Tend Quality Maximum]]<!--{4010} | ||
+ | --> • [[Max Hit Points]]<!--{99997} | ||
+ | --> | ||
+ | |||
+ | ;Basics - <small>Basics</small><!--{10} 9 StatDefs | ||
+ | --> | ||
+ | :[[Mass]]<!--{1500} | ||
+ | --> • [[Flammability]]<!--{3000} | ||
+ | --> • [[Psychic Sensitivity Factor]]<!--{3500} | ||
+ | --> • [[Psychic Sensitivity Offset]]<!--{3500} | ||
+ | --> • [[Neural Heat Limit Offset]]<!--{May Require Any Of: Royalty, Biotech; 3525} | ||
+ | --> • [[Neural Heat Recovery Rate Offset]]<!--{May Require Any Of: Royalty, Biotech; 3550} | ||
+ | --> • [[Slave Suppression Offset]] {{IdeologyIcon}}<!--{3600} | ||
+ | --> • [[Terror (Source)]] {{IdeologyIcon}}<!--{3600} | ||
+ | --> • [[Max Install Count]] {{BiotechIcon}}<!--{4020, For Information Only} | ||
+ | --> | ||
+ | |||
+ | ;Basics - <small>[[Pawn]]</small><!--{11} 38 StatDefs | ||
+ | --> | ||
+ | :[[Recreation Fall Rate]]<!--{-} | ||
+ | --> • [[Sleep Fall Rate]]<!--{-} | ||
+ | --> • [[Eating Speed]]<!--{1000} | ||
+ | --> • [[Foraged Food Amount]]<!--{1000} | ||
+ | --> • [[Minimum Handling Skill]]<!--{1500} | ||
+ | --> • [[Mental Break Threshold]]<!--{2000} | ||
+ | --> • [[Immunity Gain Speed]]<!--{2000} | ||
+ | --> • [[Pain Shock Threshold]]<!--{2000} | ||
+ | --> • [[Lifespan Factor]]<!--{2000} | ||
+ | --> • [[Minimum Comfortable Temperature]]<!--{2010} | ||
+ | --> • [[Maximum Comfortable Temperature]]<!--{2010} | ||
+ | --> • [[Injury Healing Factor]]<!--{2201} | ||
+ | --> • [[Caravan Riding Speed]]<!--{2203} | ||
+ | --> • [[Carrying Capacity]]<!--{2203} | ||
+ | --> • [[Filth Rate]]<!--{2205} | ||
+ | --> • [[Crawl Speed]]<!--{2499} | ||
+ | --> • [[Move Speed]]<!--{2500} | ||
+ | --> • [[Max Nutrition]]<!--{2501} | ||
+ | --> • [[Rest Rate Multiplier]]<!--{2501} | ||
+ | --> • [[Toxic Environment Resistance]]<!--{3450} | ||
+ | --> • [[Toxic Resistance]]<!--{3451} | ||
+ | --> • [[Animals Learning Factor]]<!--{3500} | ||
+ | --> • [[Global Learning Factor]]<!--{3500} | ||
+ | --> • [[Neural Heat Limit]]<!--{May Require Any Of: Royalty, Biotech; 3500} | ||
+ | --> • [[Psychic Sensitivity]]<!--{3500} | ||
+ | --> • [[Leather Amount]]<!--{3551} | ||
+ | --> • [[Meat Amount]]<!--{3552} | ||
+ | --> • [[Neural Heat Recovery Rate]]<!--{4000} | ||
+ | --> • [[Meditation Psyfocus Gain]]<!--{ParentName="MeditationFocusBase", May Require Any Of: Royalty, Biotech; 4010} | ||
+ | --> • [[Neural Heat Gain (Factor)]] {{RoyaltyIcon}}<!--{4000} | ||
+ | --> • [[Ideoligion Spread Chance]] {{IdeologyIcon}}<!--{1899} | ||
+ | --> • [[Global Certainty Loss Factor]] {{IdeologyIcon}}<!--{1900} | ||
+ | --> • [[Terror]] {{IdeologyIcon}}<!--{3600} | ||
+ | --> • [[Raw Nutrition Multiplier]] {{BiotechIcon}}<!--{1001} | ||
+ | --> • [[Learning Rate Factor]] {{BiotechIcon}}<!--{1350} | ||
+ | --> • [[Cancer Rate Factor]] {{BiotechIcon}}<!--{2100} | ||
+ | --> • [[Fertility]] {{BiotechIcon}}<!--{-} | ||
+ | --> • [[Hemogen Gain Multiplier]] {{BiotechIcon}}<!--{-} | ||
+ | --> | ||
+ | |||
+ | ;Basics - <small>Non Pawn</small><!--{12} 11 StatDefs | ||
+ | --> | ||
+ | :[[Construction Speed (Material Factor)]]<!--{2500} | ||
+ | --> • [[Deterioration Rate]]<!--{2500} | ||
+ | --> • [[Sell Price Multiplier]]<!--{2509} | ||
+ | --> • [[Beauty (Stat)|Beauty]]<!--{3000} | ||
+ | --> • [[Outdoor Beauty]]<!--{ParentName="Beauty", 3000} | ||
+ | --> • [[Cleanliness]]<!--{3000} | ||
+ | --> • [[Comfort (Stat)|Comfort]]<!--{3000} | ||
+ | --> • [[Work To Make]]<!--{3100} | ||
+ | --> • [[Food Poison Chance (Food Stat)]]<!--{4000} | ||
+ | --> • [[Shooting Accuracy (Turrets)]]<!--{4000} | ||
+ | --> • [[Style Dominance]] {{IdeologyIcon}}<!--{6000} | ||
+ | --> | ||
+ | |||
+ | ;[[Mechanoid]]<!--{13} 6 StatDefs | ||
+ | --> | ||
+ | :[[EMP Resistance]]<!--{ParentName="MechStatBase", May Require Any Of: Biotech, Anomaly; 2030} | ||
+ | --> • [[Bandwidth Cost]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2000} | ||
+ | --> • [[Energy Usage Multiplier]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2000} | ||
+ | --> • [[Wastepacks Per Recharge]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2000} | ||
+ | --> • [[Control Taking Time]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2010} | ||
+ | --> • [[Repair Energy Cost]] {{BiotechIcon}}<!--{ParentName="MechStatBase", 2020} | ||
+ | --> | ||
+ | |||
+ | ;[[Meditation]]<!--{13} 2 StatDefs | ||
+ | --> | ||
+ | :[[Meditation Psyfocus Bonus]]<!--{ParentName="MeditationFocusBase", 4010} | ||
+ | --> • [[Meditation Plant Growth Offset]] {{RoyaltyIcon}}<!--{4000} | ||
+ | --> | ||
+ | |||
+ | ;[[Terrain]]<!--{13} 2 StatDefs | ||
+ | --> | ||
+ | :[[Cleaning Time Multiplier]]<!--{-} | ||
+ | --> • [[Filth Multiplier]]<!--{-} | ||
+ | --> | ||
+ | |||
+ | ;[[Apparel]]<!--{30} 13 StatDefs | ||
+ | --> | ||
+ | :[[Armor - Material Effect Multiplier]]<!--{1, Always Hide} | ||
+ | --> • [[Insulation - Cold - Material Effect Multiplier]]<!--{2, Always Hide} | ||
+ | --> • [[Insulation - Heat - Material Effect Multiplier]]<!--{3, Always Hide} | ||
+ | --> • [[Equip Delay]]<!--{50} | ||
+ | --> • [[Pack Radius]]<!--{60} | ||
+ | --> • [[Shield Recharge Rate]]<!--{69} | ||
+ | --> • [[Shield Max Energy]]<!--{70} | ||
+ | --> • [[Insulation - Heat]]<!--{ParentName="InsulationBase", 89} | ||
+ | --> • [[Insulation - Cold]]<!--{ParentName="InsulationBase", 90} | ||
+ | --> • [[Armor - Heat]]<!--{ParentName="ArmorRatingBase", 98} | ||
+ | --> • [[Armor - Blunt]]<!--{ParentName="ArmorRatingBase", 99} | ||
+ | --> • [[Armor - Sharp]]<!--{ParentName="ArmorRatingBase", 100} | ||
+ | --> • [[Jump Range]] {{RoyaltyIcon}}<!--{60} | ||
+ | --> | ||
+ | |||
+ | ;[[Weapon]] ([[Ranged weapons|Ranged]])<!--{44} 6 StatDefs | ||
+ | --> | ||
+ | :[[Damage Multiplier]]<!--{5105} | ||
+ | --> • [[Ranged Cooldown]]<!--{5106} | ||
+ | --> • [[Accuracy (Long)]]<!--{ParentName="AccuracyBase", 5107} | ||
+ | --> • [[Accuracy (Medium)]]<!--{ParentName="AccuracyBase", 5108} | ||
+ | --> • [[Accuracy (Short)]]<!--{ParentName="AccuracyBase", 5109} | ||
+ | --> • [[Accuracy (Close)]]<!--{ParentName="AccuracyBase", 5110} | ||
+ | --> | ||
+ | |||
+ | ;[[Weapon]] ([[Melee weapons|Melee]])<!--{48} 3 StatDefs | ||
+ | --> | ||
+ | :[[Melee Damage Multiplier]]<!--{5008} | ||
+ | --> • [[Melee Weapon Average Armor Penetration]]<!--{5009, For Information Only} | ||
+ | --> • [[Melee Damage Per Second]]<!--{5010, For Information Only} | ||
+ | --> | ||
+ | |||
+ | ;[[Building]]<!--{50} 19 StatDefs | ||
+ | --> | ||
+ | :[[Research Speed Factor]]<!--{1000} | ||
+ | --> • [[Max Power Output]]<!--{1000} | ||
+ | --> • [[Medical Tend Quality Offset]]<!--{2000} | ||
+ | --> • [[Work Speed Factor]]<!--{3000} | ||
+ | --> • [[Work Efficiency Factor]]<!--{3000} | ||
+ | --> • [[Work To Build]]<!--{3101} | ||
+ | --> • [[Door Opening Speed]]<!--{3102} | ||
+ | --> • [[Rest Effectiveness]]<!--{4000} | ||
+ | --> • [[Immunity Gain Speed Factor]]<!--{4000} | ||
+ | --> • [[Recreation Power]]<!--{4010} | ||
+ | --> • [[Surgery Success Chance Factor]]<!--{4100} | ||
+ | --> • [[Reading Bonus]]<!--{4200} | ||
+ | --> • [[Trap Spring Chance]]<!--{5000} | ||
+ | --> • [[Trap Melee Damage]]<!--{5001} | ||
+ | --> • [[Biosculpter Pod Speed Factor]] {{IdeologyIcon}}<!--{4100} | ||
+ | --> • [[Assembly Speed Factor]] {{BiotechIcon}}<!--{1000} | ||
+ | --> • [[Baby Play Power]] {{BiotechIcon}}<!--{4020} | ||
+ | --> • [[Birth Quality Offset]] {{BiotechIcon}} <!--{4110} | ||
+ | --> • [[Genetic Complexity Increase]] {{BiotechIcon}}<!--{4200, Always Hide} | ||
+ | --> | ||
+ | |||
+ | ;Ability<!--{60} 9 StatDefs | ||
+ | --> | ||
+ | :[[Detection Chance]]<!--{996} | ||
+ | --> • [[Goodwill Impact]]<!--{997} | ||
+ | --> • [[Effect Radius]]<!--{998} | ||
+ | --> • [[Duration]]<!--{999} | ||
+ | --> • [[Range]]<!--{1001} | ||
+ | --> • [[Psyfocus Cost]]<!--{1002} | ||
+ | --> • [[Neural Heat Gain]]<!--{1003} | ||
+ | --> • [[Casting Time]]<!--{1004} | ||
+ | --> • [[Psylink Level]]<!--{1005} | ||
+ | --> | ||
+ | |||
+ | ;[[Stuff]] Stat Factors (Multipliers when made of this) <!--{74} 8 StatDefs | ||
+ | --> | ||
+ | :[[Melee Cooldown]]<!--{4504} | ||
+ | --> • [[Sharp Damage]]<!--{4505} | ||
+ | --> • [[Blunt Damage]]<!--{4506} | ||
+ | --> • [[Insulation - Heat (Material Factor)]]<!--{4506} | ||
+ | --> • [[Insulation - Cold (Material Factor)]]<!--{4507} | ||
+ | --> • [[Armor - Heat (Material Factor)]]<!--{4508} | ||
+ | --> • [[Armor - Blunt (Material Factor)]]<!--{4509} | ||
+ | --> • [[Armor - Sharp (Material Factor)]]<!--{4510} | ||
+ | --> | ||
+ | |||
+ | ;[[Mechanitor]] {{BiotechIcon}}<!--{105} 9 StatDefs | ||
+ | --> | ||
+ | :[[Mech Bandwidth]] {{BiotechIcon}}<!--{ParentName="MechanitorStatBase", 2000} | ||
+ | --> • [[Mech Control Groups]] {{BiotechIcon}}<!--{ParentName="MechanitorStatBase", 2000} | ||
+ | --> • [[Mech Gestation Speed]] {{BiotechIcon}}<!--{ParentName="MechanitorStatBase", 2000} | ||
+ | --> • [[Mech Remote Repair Distance]] {{BiotechIcon}}<!--{ParentName="MechanitorStatBase", 2000} | ||
+ | --> • [[Mech Remote Shield Distance]] {{BiotechIcon}}<!--{ParentName="MechanitorStatBase", 2000} | ||
+ | --> • [[Mech Remote Shield Energy]] {{BiotechIcon}}<!--{ParentName="MechanitorStatBase", 2000} | ||
+ | --> • [[Mech Repair Speed]] {{BiotechIcon}}<!--{ParentName="MechanitorStatBase", 2000} | ||
+ | --> • [[Subcore Encoding Speed]] {{BiotechIcon}}<!--{ParentName="MechanitorStatBase", 2000} | ||
+ | --> • [[Mech Work Speed Offset]] {{BiotechIcon}}<!--{5000} | ||
+ | --> | ||
+ | |||
+ | ;[[Pawn]] - <small>Combat</small><!--{110} 31 StatDefs | ||
+ | --> | ||
+ | :[[Stagger Time Multiplier]]<!--{1200} | ||
+ | --> • [[Ranged Cooldown Multiplier]]<!--{1205} | ||
+ | --> • [[Aiming Time]]<!--{4040} | ||
+ | --> • [[Pawn Trap Spring Chance]]<!--{4047} | ||
+ | --> • [[Incoming Damage Multiplier]]<!--{4048} | ||
+ | --> • [[Accuracy Factor (Long)]]<!--{ParentName="ShootingAccuracyFactorBase", 4046} | ||
+ | --> • [[Accuracy Factor (Medium)]]<!--{ParentName="ShootingAccuracyFactorBase", 4047} | ||
+ | --> • [[Accuracy Factor (Short)]]<!--{ParentName="ShootingAccuracyFactorBase", 4048} | ||
+ | --> • [[Accuracy Factor (Close)]]<!--{ParentName="ShootingAccuracyFactorBase", 4049} | ||
+ | --> • [[Shooting Accuracy]]<!--{4050}--> (<small><!-- | ||
+ | -->[[Shooting Accuracy Indoors Dark|Indoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide} | ||
+ | --> • [[Shooting Accuracy Indoors Lit|Indoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide} | ||
+ | --> • [[Shooting Accuracy Outdoors Dark|Outdoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide} | ||
+ | --> • [[Shooting Accuracy Outdoors Lit|Outdoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide} | ||
+ | --></small>)<!-- | ||
+ | --> • [[Mortar Miss Radius Multiplier]]<!--{4060} | ||
+ | --> • [[Melee Armor Penetration]]<!--{4100, For Information Only} | ||
+ | --> • [[Melee Dodge Chance]]<!--{4100}--> (<small><!-- | ||
+ | -->[[Melee Dodge Chance Indoors Dark|Indoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide} | ||
+ | --> • [[Melee Dodge Chance Indoors Lit|Indoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide} | ||
+ | --> • [[Melee Dodge Chance Outdoors Night|Outdoors Night]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide} | ||
+ | --> • [[Melee Dodge Chance Outdoors Day|Outdoors Day]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide} | ||
+ | --></small>)<!-- | ||
+ | --> • [[Melee Hit Chance]]<!--{4100}--> (<small><!-- | ||
+ | -->[[Melee Hit Chance Indoors Dark|Indoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide} | ||
+ | --> • [[Melee Hit Chance Indoors Lit|Indoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide} | ||
+ | --> • [[Melee Hit Chance Outdoors Dark|Outdoors Dark]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide} | ||
+ | --> • [[Melee Hit Chance Outdoors Lit|Outdoors Lit]] {{IdeologyIcon}}<!--{ParentName="DarknessCombat", -, Always Hide} | ||
+ | --></small>)<!-- | ||
+ | --> • [[Melee DPS]]<!--{5100, For Information Only} | ||
+ | --> • [[Melee Damage Factor]]<!--{5200} | ||
+ | --> • [[Melee Cooldown]]<!--{5201} | ||
+ | --> • [[Melee Door Damage Factor]] {{BiotechIcon}}<!--{5000} | ||
+ | --> • [[Shooting Accuracy Multiplier (Child)]] {{BiotechIcon}}<!--{-, Always Hide} | ||
+ | --> | ||
+ | |||
+ | ;[[Pawn]] - <small>Social</small><!--{120} 13 StatDefs | ||
+ | --> | ||
+ | :[[Bond Chance Factor]]<!--{1890} | ||
+ | --> • [[Train Animal Chance]]<!--{1900} | ||
+ | --> • [[Tame Animal Chance]]<!--{1901} | ||
+ | --> • [[Arrest Success Chance]]<!--{2000} | ||
+ | --> • [[Pawn Beauty]]<!--{2000} | ||
+ | --> • [[Social Impact]]<!--{2000} | ||
+ | --> • [[Drug Sell Price Improvement]]<!--{2560} | ||
+ | --> • [[Trade Price Improvement]]<!--{2599} | ||
+ | --> • [[Negotiation Ability]]<!--{2600} | ||
+ | --> • [[Suppression Power]] {{IdeologyIcon}}<!--{-} | ||
+ | --> • [[Conversion Power]] {{IdeologyIcon}}<!--{1901} | ||
+ | --> • [[Slave Suppression Fall Rate]] {{IdeologyIcon}}<!--{2200} | ||
+ | --> • [[Animal Products Price Improvement]] {{IdeologyIcon}}<!--{2570} | ||
+ | --> | ||
+ | |||
+ | ;[[Pawn]] - <small>Misc</small><!--{130} 2 StatDefs | ||
+ | --> | ||
+ | :[[Biosculpter Occupant Speed]] {{IdeologyIcon}}<!--{1900} | ||
+ | --> • [[Growth Vat Occupant Speed]] {{BiotechIcon}}<!--{1850} | ||
+ | --> | ||
+ | |||
+ | ;[[Pawn]] - <small>Work</small><!--{140} 36 StatDefs | ||
+ | --> | ||
+ | :[[Cleaning Speed Multiplier]]<!--{2500} | ||
+ | --> • [[Butchery Speed]]<!--{ParentName="ButcherySpeedBase", 4500} | ||
+ | --> • [[Mechanoid Shredding Speed]]<!--{ParentName="ButcherySpeedBase", 4500} | ||
+ | --> • [[Hunting Stealth]]<!--{4500} | ||
+ | --> • [[Research Speed]]<!--{ParentName="IntellectualSkillBase", 4500} | ||
+ | --> • [[Smelting Speed]]<!--{4500} | ||
+ | --> • [[Smoothing Speed]]<!--{4500} | ||
+ | --> • [[Animal Gather Speed]]<!--{4501} | ||
+ | --> • [[Animal Gather Yield]]<!--{4502} | ||
+ | --> • [[Drug Cooking Speed]]<!--{4510} | ||
+ | --> • [[Drug Synthesis Speed]]<!--{4511} | ||
+ | --> • [[Butchery Efficiency]]<!--{ParentName="ButcheryEfficiencyBase", 4520} | ||
+ | --> • [[Mechanoid Shredding Efficiency]]<!--{ParentName="ButcheryEfficiencyBase", 4520} | ||
+ | --> • [[Cooking Speed]]<!--{4541} | ||
+ | --> • [[Food Poison Chance]]<!--{4542} | ||
+ | --> • [[Plant Work Speed]]<!--{4550} | ||
+ | --> • [[Plant Harvest Yield]]<!--{4551} | ||
+ | --> • [[Drug Crop Harvest Yield]]<!--{4552} | ||
+ | --> • [[Reading Speed]]<!--{4600} | ||
+ | --> • [[Repair Success Chance]]<!--{4600} | ||
+ | --> • [[Construct Success Chance]]<!--{4601} | ||
+ | --> • [[Construction Speed]]<!--{4602} | ||
+ | --> • [[Medical Tend Speed]]<!--{4650} | ||
+ | --> • [[Medical Tend Quality]]<!--{4651} | ||
+ | --> • [[Medical Operation Speed]]<!--{4652} | ||
+ | --> • [[Medical Surgery Success Chance]]<!--{4653} | ||
+ | --> • [[Mining Speed]]<!--{4900} | ||
+ | --> • [[Deep Drilling Speed]]<!--{4901} | ||
+ | --> • [[Mining Yield]]<!--{4902} | ||
+ | --> • [[General Labor Speed]]<!--{4999} | ||
+ | --> • [[Global Work Speed]]<!--{5000} | ||
+ | --> • [[Hacking Speed]] {{IdeologyIcon}}<!--{4510} | ||
+ | --> • [[Pruning Speed]] {{IdeologyIcon}}<!--{-} | ||
+ | --> • [[Activity Suppression Speed]] {{AnomalyIcon}}<!--{209} | ||
+ | --> • [[Study Efficiency]] {{AnomalyIcon}}<!--{210} | ||
+ | --> • [[Entity Study Rate]] {{AnomalyIcon}}<!--{ParentName="IntellectualSkillBase", 211} | ||
+ | --> | ||
+ | |||
+ | ;[[Psychic rituals|Psychic Ritual]] {{AnomalyIcon}}<!--{500} 2 StatDefs | ||
+ | --> | ||
+ | :[[Psychic Ritual Quality]] {{AnomalyIcon}}<!--{-} | ||
+ | --> • [[Psychic Ritual Quality Offset]] {{AnomalyIcon}}<!--{-} | ||
+ | --> | ||
+ | |||
+ | ;[[Containment]] {{AnomalyIcon}}<!--{600} 3 StatDefs | ||
+ | --> | ||
+ | :[[Cold Containment Bonus]] {{AnomalyIcon}}<!--{-} | ||
+ | --> • [[Containment Strength]] {{AnomalyIcon}}<!--{-} | ||
+ | --> • [[Minimum Containment Strength]] {{AnomalyIcon}}<!--{9999} | ||
+ | --> | ||
+ | |||
+ | ;Hidden<!--{-} Not a game defined category, 1 StatDef | ||
+ | --> | ||
+ | :[[Bed Hunger Rate Multiplier]]<!--{-, Always Hide} | ||
+ | --> | ||
+ | |||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
+ | |||
+ | === Stats Ask Query === | ||
+ | <div class="mw-collapsible-content"> | ||
+ | ;Basics - <small>Important</small> | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Basics Important]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | | sep =  •  | ||
+ | }} | ||
+ | |||
+ | ;Basics - <small>Non Pawn Important</small> | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Basics Non Pawn Important]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | | sep =  •  | ||
+ | }} | ||
+ | |||
+ | ;Basics | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Basics]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | | limit = 200 | ||
+ | | sep =  •  | ||
+ | }} | ||
+ | |||
+ | ;Basics - <small>Pawn</small> | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Pawn]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | | sep =  •  | ||
+ | }} | ||
+ | |||
+ | ;Basics - <small>Non Pawn</small> | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Non Pawn]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | | sep =  •  | ||
+ | }} | ||
+ | |||
+ | ;Mechanoid | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Mechanoid]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sep =  •  | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | }} | ||
+ | |||
+ | ;Meditation | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Meditation]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sep =  •  | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | }} | ||
+ | |||
+ | ;Terrain | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Terrain]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sep =  •  | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | }} | ||
+ | |||
+ | ;Apparel | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Apparel]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sep =  •  | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | }} | ||
+ | |||
+ | ;Weapon (Ranged) | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Weapon (Ranged)]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sep =  •  | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | }} | ||
+ | |||
+ | ;Weapon (Melee) | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Weapon (Melee)]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sep =  •  | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | }} | ||
+ | |||
+ | ;Building | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Building]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sep =  •  | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | }} | ||
+ | |||
+ | ;Ability | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Ability]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sep =  •  | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | }} | ||
+ | |||
+ | ;Stuff Stat Factors (Multipliers when made of this) | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Stuff Stat Factors]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sep =  •  | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | }} | ||
+ | |||
+ | ;Mechanitor | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Mechanitor]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sep =  •  | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | }} | ||
+ | |||
+ | ;Pawn - Combat | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Pawn Combat]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sep =  •  | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | }} | ||
+ | |||
+ | ;Pawn - Social | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Pawn Social]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sep =  •  | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | }} | ||
+ | |||
+ | ;Pawn - Misc | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Pawn Misc]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sep =  •  | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | }} | ||
+ | |||
+ | ;Pawn - Work | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Pawn Work]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sep =  •  | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | }} | ||
+ | |||
+ | ;Psychic Ritual | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Psychic Ritual]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sep =  •  | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | }} | ||
+ | |||
+ | ;Containment | ||
+ | :{{#ask: | ||
+ | [[Category:Stats - Containment]] | ||
+ | | format = template | ||
+ | | template = DLC Icons | ||
+ | | link = none | ||
+ | | sep =  •  | ||
+ | | sort by = From DLC, Display Priority In Category, Name | ||
+ | }} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible mw-collapsed"> | ||
+ | |||
+ | === Stats Nav === | ||
+ | <div class="mw-collapsible-content"> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
+ | ==== normal ==== | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {{Nav|stats}} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible"> | ||
+ | ==== wide ==== | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {{Nav|stats|wide}} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible mw-collapsed"> | ||
+ | |||
+ | == Merged Stat Subpages == | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| id="Merged Stat Subpages Table" {{STDT|sortable}} | ||
+ | ! DefName<br />Label<br />Label For Full Stat List<br />Offset Label !! Description !! Category !! Parameters !! Complex<br />Parameters !! Display<br />Priority<br />In<br />Category | ||
+ | <!-- BasicsImportant --> | ||
+ | <!-- BasicsPawnImportant --> | ||
+ | <!-- BasicsNonPawnImportant --> | ||
+ | <!-- Basics --> | ||
+ | <!-- BasicsPawn --> | ||
+ | <!-- BasicsNonPawn --> | ||
+ | {{:Stat/Core Basics General}} | ||
+ | {{:Stat/Core Basics Special}} | ||
+ | <!-- AnimalProductivity --> | ||
+ | <!-- Terrain --> | ||
+ | <!-- Meditation --> | ||
+ | <!-- Mechanoid --> | ||
+ | <!-- Apparel --> | ||
+ | {{:Stat/Core Apparel}} | ||
+ | <!-- Implant --> | ||
+ | <!-- Drug --> | ||
+ | <!-- Weapon --> | ||
+ | <!-- Weapon_Ranged --> | ||
+ | {{:Stat/Core Weapons Ranged}} | ||
+ | <!-- Weapon_Melee --> | ||
+ | {{:Stat/Core Weapons Melee}} | ||
+ | <!-- Building --> | ||
+ | {{:Stat/Core Building Special}} | ||
+ | <!-- Ability --> | ||
+ | {{:Stat/Core Abilities}} | ||
+ | <!-- EquippedStatOffsets --> | ||
+ | <!-- StuffStatFactors --> | ||
+ | <!-- StuffStatOffsets --> | ||
+ | <!-- StuffOfEquipmentStatFactors --> | ||
+ | {{:Stat/Core Stuff}} | ||
+ | <!-- Surgery --> | ||
+ | <!-- CapacityEffects --> | ||
+ | <!-- Mechanitor --> | ||
+ | <!-- DrugAddiction --> | ||
+ | <!-- PawnCombat --> | ||
+ | {{:Stat/Core Pawns Combat}} | ||
+ | <!-- PawnSocial --> | ||
+ | {{:Stat/Core Pawns Social}} | ||
+ | <!-- PawnMisc --> | ||
+ | {{:Stat/Core Pawns General}} | ||
+ | <!-- PawnWork --> | ||
+ | {{:Stat/Core Pawns Work General}} | ||
+ | {{:Stat/Core Pawns Work Medical}} | ||
+ | {{:Stat/Core Pawns Work Recipes}} | ||
+ | <!-- Genetics --> | ||
+ | <!-- PsychicRituals --> | ||
+ | <!-- Containment --> | ||
+ | <!-- Serum --> | ||
+ | <!-- Source --> | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible mw-collapsed"> | ||
+ | |||
+ | == Stat Graphs == | ||
+ | <div class="mw-collapsible-content"> | ||
+ | === Cooking Speed === | ||
+ | * '''Post Process Curve:''' | ||
+ | ** '''Points:''' | ||
+ | *** (-20, 0.01) | ||
+ | *** (0, 0.4) | ||
+ | *** (20, 1.6) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Cooking Skill Points|yAxisTitle=Cooking Speed Multiplier|type=line|x=-20, 0, 20|y=0.01, 0.4, 1.6|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | === Market Value === | ||
+ | ==== Item Hit Points ==== | ||
+ | * '''Parts:''' | ||
+ | ** '''StatPart_Health:''' | ||
+ | *** '''Curve:''' | ||
+ | **** '''Points:''' | ||
+ | ***** (0.0, 0.0) | ||
+ | ***** (0.5, 0.1) | ||
+ | ***** (0.6, 0.5) | ||
+ | ***** (0.9, 1.0) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Hit Point Percentage|yAxisTitle=Sell Price Multiplier|type=line|x=0.0, 0.5, 0.6, 0.9|y=0.0, 0.1, 0.5, 1.0|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | ==== Pawn Age ==== | ||
+ | * '''Parts:''' | ||
+ | ** '''StatPart_Age:''' {{BiotechIcon}} | ||
+ | *** Use Biological Years: '''{{Good|true}}''' | ||
+ | *** Humanlike Only: '''{{Good|true}}''' | ||
+ | *** '''Curve:''' | ||
+ | **** '''Points:''' | ||
+ | ***** (3,0.5) | ||
+ | ***** (13,0.9) | ||
+ | ***** (18,1) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Sell Price Multiplier|type=line|x=3, 13, 18|y=0.5, 0.9, 1|xAxisMin=3|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | === Surgery Success Chance Factor === | ||
+ | * '''Parts:''' | ||
+ | ** '''StatPart_Glow:''' | ||
+ | *** '''Factor From Glow Curve:''' | ||
+ | **** '''Points:''' | ||
+ | ***** (0,0.75) | ||
+ | ***** (0.50,1.00) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Light Percentage|yAxisTitle=Surgery Success Chance Multiplier|type=line|x=0, 0.50|y=0.75, 1.00|yAxisMin=0.75|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | === Melee Hit Chance === | ||
+ | ==== Post Process Curve ==== | ||
+ | * '''Post Process Curve:''' | ||
+ | ** '''Points:''' | ||
+ | *** (-20, 0.05) | ||
+ | *** (-10, 0.10) | ||
+ | *** (0.0, 0.50) | ||
+ | *** (10, 0.80) | ||
+ | *** (20, 0.90) | ||
+ | *** (40, 0.96) | ||
+ | *** (60, 0.98) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Melee Skill Points|yAxisTitle=Melee Hit Chance Multiplier|type=line|x=-20, -10, 0.0, 10, 20, 40, 60|y=0.05, 0.10, 0.50, 0.80, 0.90, 0.96, 0.98|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | ==== Pawn Age ==== | ||
+ | * '''Parts:''' | ||
+ | ** '''StatPart_Age:''' {{BiotechIcon}} | ||
+ | *** Use Biological Years: '''{{Good|true}}''' | ||
+ | *** Humanlike Only: '''{{Good|true}}''' | ||
+ | *** '''Curve:''' | ||
+ | **** '''Points:''' | ||
+ | ***** (4,0.05) | ||
+ | ***** (12,0.8) | ||
+ | ***** (13,1) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Melee Hit Chance Multiplier|type=line|x=4, 12, 13|y=0.05, 0.8, 1|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | === Melee Dodge Chance === | ||
+ | * '''Post Process Curve:''' | ||
+ | ** '''Points:''' | ||
+ | *** (5, 0) | ||
+ | *** (20, 0.30) | ||
+ | *** (60, 0.50) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Melee Skill Points|yAxisTitle=Melee Dodge Chance Percentage|type=line|x=5, 20, 60|y=0, 0.30, 0.50|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | === Shooting Accuracy === | ||
+ | * '''Post Process Curve:''' | ||
+ | ** '''Points:''' | ||
+ | *** (-20, 0.70) | ||
+ | *** (-10, 0.80) | ||
+ | *** (-6, 0.83) | ||
+ | *** (-4, 0.85) | ||
+ | *** (-2, 0.87) | ||
+ | *** (0, 0.89) | ||
+ | *** (2, 0.93) | ||
+ | *** (4, 0.94) | ||
+ | *** (6, 0.95) | ||
+ | *** (8, 0.96) | ||
+ | *** (10, 0.97) | ||
+ | *** (12, 0.975) | ||
+ | *** (14, 0.98) | ||
+ | *** (16, 0.98333) | ||
+ | *** (18, 0.98666) | ||
+ | *** (20, 0.99) | ||
+ | *** (22, 0.9925) | ||
+ | *** (26, 0.995) | ||
+ | *** (30, 0.9965) | ||
+ | *** (40, 0.998) | ||
+ | *** (60, 0.999) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Shooting Skill Points|yAxisTitle=Shooting Accuracy Multiplier|type=line|x=-20, -10, -6, -4, -2, 0, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 26, 30, 40, 60|y=0.70, 0.80, 0.83, 0.85, 0.87, 0.89, 0.93, 0.94, 0.95, 0.96, 0.97, 0.975, 0.98, 0.98333, 0.98666, 0.99, 0.9925, 0.995, 0.9965, 0.998, 0.999|yAxisMin=0.70|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | === Aiming Time === | ||
+ | * '''Parts:''' | ||
+ | ** '''StatPart_Age:''' {{BiotechIcon}} | ||
+ | *** Use Biological Years: '''{{Good|true}}''' | ||
+ | *** Humanlike Only: '''{{Good|true}}''' | ||
+ | *** '''Curve:''' | ||
+ | **** '''Points:''' | ||
+ | ***** (4,1.8) | ||
+ | ***** (12,1.1) | ||
+ | ***** (13,1) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Aiming Time Multiplier|type=line|x=4, 12, 13|y=1.8, 1.1, 1|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | === Move Speed === | ||
+ | * '''Parts:''' | ||
+ | ** '''StatPart_Glow:''' | ||
+ | *** Humanlike Only: '''{{Good|true}}''' | ||
+ | *** '''Factor From Glow Curve:''' | ||
+ | **** '''Points:''' | ||
+ | ***** (0,0.80) | ||
+ | ***** (0.30,1.00) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Light Percentage|yAxisTitle=Move Speed Multiplier|type=line|x=0, 0.30|y=0.80, 1.00|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | === Immunity Gain Speed === | ||
+ | * '''Parts:''' | ||
+ | ** '''StatPart_Age:''' | ||
+ | *** '''Curve:''' | ||
+ | **** '''Points:''' | ||
+ | ***** (0.65,1) | ||
+ | ***** (0.8,0.95) | ||
+ | ***** (1.0,0.9) | ||
+ | ***** (1.2,0.8) | ||
+ | ***** (1.5,0.5) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Age / Life Expectancy (80 for Humans)|yAxisTitle= Immunity Gain Speed Multiplier|type=line|x=0.65, 0.8, 1.0, 1.2, 1.5|y=1, 0.95, 0.9, 0.8, 0.5|xAxisMin=0.65|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | === Meat Amount === | ||
+ | ==== Malnutrition ==== | ||
+ | * '''Parts:''' | ||
+ | ** '''StatPart_Malnutrition:''' | ||
+ | *** '''Curve:''' | ||
+ | **** '''Points:''' | ||
+ | ***** (0, 1) | ||
+ | ***** (1, 0.4) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Malnutrition Percentage|yAxisTitle=Meat Amount Multiplier|type=line|xType=number|x=0, 1|y=1, 0.4|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | ==== Post Process Curve ==== | ||
+ | * '''Post Process Curve:''' | ||
+ | ** '''Points:''' | ||
+ | *** (0,0) | ||
+ | *** (5,14) | ||
+ | *** (40,40) | ||
+ | *** (100000,100000) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Meat Amount Before Curve|yAxisTitle=Meat Amount After Curve|type=line|x=0, 5, 40, 100000|y=0, 14, 40, 100000|xAxisMax=100|yAxisMax=100|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | === Leather Amount === | ||
+ | * '''Post Process Curve:''' | ||
+ | ** '''Points:''' | ||
+ | *** (0,0) | ||
+ | *** (5,14) | ||
+ | *** (40,40) | ||
+ | *** (100000,100000) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Leather Amount Before Curve|yAxisTitle=Leather Amount After Curve|type=line|x=0, 5, 40, 100000|y=0, 14, 40, 100000|xAxisMax=100|yAxisMax=100|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | === Arrest Success Chance === | ||
+ | * '''Parts:''' | ||
+ | ** '''StatPart_Age:''' {{BiotechIcon}} | ||
+ | *** Use Biological Years: '''{{Good|true}}''' | ||
+ | *** Humanlike Only: '''{{Good|true}}''' | ||
+ | *** '''Curve:''' | ||
+ | **** '''Points:''' | ||
+ | ***** (3, 0.05) | ||
+ | ***** (13, 0.8) | ||
+ | ***** (18, 1) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Arrest Success Chance Multiplier|type=line|x=3, 13, 18|y=0.05, 0.8, 1|xAxisMin=3|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | === Global Work Speed === | ||
+ | ==== Light Level ==== | ||
+ | * '''Parts:''' | ||
+ | ** '''StatPart_Glow:''' | ||
+ | *** Humanlike Only: '''{{Good|true}}''' | ||
+ | *** '''Factor From Glow Curve:''' | ||
+ | **** '''Points:''' | ||
+ | ***** (0,0.80) | ||
+ | ***** (0.30,1.00) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Light Percentage|yAxisTitle=Global Work Speed Multiplier|type=line|x=0, 0.30|y=0.80, 1.00|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | *** Ignore If Incapable Of Sight: '''{{Good|true}}''' | ||
+ | *** Ignore If Prefers Darkness: '''{{Good|true}}''' | ||
+ | |||
+ | ==== Pawn Age ==== | ||
+ | ** '''StatPart_Age:''' {{BiotechIcon}} | ||
+ | *** Use Biological Years: '''{{Good|true}}''' | ||
+ | *** Humanlike Only: '''{{Good|true}}''' | ||
+ | *** '''Curve:''' | ||
+ | **** '''Points:''' | ||
+ | ***** (4,0.2) | ||
+ | ***** (12,0.8) | ||
+ | ***** (18,1) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Global Work Speed Multiplier|type=line|x=4, 12, 18|y=0.2, 0.8, 1|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | === Hunting Stealth === | ||
+ | * '''Post Process Curve:''' | ||
+ | ** '''Points:''' | ||
+ | *** (0.0, 0.0) | ||
+ | *** (0.1, 0.5) | ||
+ | *** (0.2, 0.75) | ||
+ | *** (0.5, 0.80) | ||
+ | *** (1.0, 0.90) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Hunting Stealth Before Curve|yAxisTitle=Hunting Stealth After Curve|type=line|x=0.0, 0.1, 0.2, 0.5, 1.0|y=0.0, 0.5, 0.75, 0.80, 0.90|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | === Reading Speed === | ||
+ | * '''Parts:''' | ||
+ | ** '''StatPart_Age:''' {{BiotechIcon}} | ||
+ | *** Use Biological Years: '''{{Good|true}}''' | ||
+ | *** Humanlike Only: '''{{Good|true}}''' | ||
+ | *** '''Curve:''' | ||
+ | **** '''Points:''' | ||
+ | ***** (3,0.05) | ||
+ | ***** (13,1) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Reading Speed Multiplier|type=line|x=3, 13|y=0.05, 1|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | === Medical Tend Quality === | ||
+ | * '''Post Process Curve:''' | ||
+ | ** '''Points:''' | ||
+ | *** (0, 0) | ||
+ | *** (1.0, 1.0) | ||
+ | *** (2.0, 1.5) | ||
+ | *** (4.0, 2.0) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Medical Tend Quality Before Curve|yAxisTitle=Medical Tend Quality After Curve|type=line|x=0, 1.0, 2.0, 4.0|y=0, 1.0, 1.5, 2.0|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | === Meditation Plant Growth Offset === | ||
+ | * '''Parts:''' | ||
+ | ** '''StatPart_ArtificialBuildingsNearbyOffset:''' | ||
+ | *** Radius: '''34.9''' | ||
+ | *** '''Curve:''' | ||
+ | **** '''Points:''' | ||
+ | ***** (0, 0.0) | ||
+ | ***** (5, -0.08) | ||
+ | ***** (10, -0.15) | ||
+ | ***** (50, -0.3) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Number of Nearby Artificial Buildings|yAxisTitle=Meditation Plant Growth Offset|type=line|x=0, 5, 10, 50|y=0.0, -0.08, -0.15, -0.3|yAxisMin=-0.3|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | === Slave Suppression Fall Rate === | ||
+ | * '''Parts:''' | ||
+ | ** '''StatPart_Terror''' | ||
+ | ** '''StatPart_GearStatOffset:''' | ||
+ | *** Apparel Stat: '''SlaveSuppressionOffset''' | ||
+ | *** Subtract: '''{{Good|true}}''' | ||
+ | ** '''StatPart_AgeOffset{{BiotechIcon}}:''' | ||
+ | *** Use Biological Years: '''{{Good|true}}''' | ||
+ | *** Humanlike Only: '''{{Good|true}}''' | ||
+ | *** '''Curve:''' | ||
+ | **** '''Points:''' | ||
+ | ***** (3, -0.5) | ||
+ | ***** (13, -0.3) | ||
+ | ***** (16, 0) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Slave Suppression Offset|type=line|x=3, 13, 16|y=-0.5, -0.3, 0|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | === Shooting Accuracy Multiplier (Child) === | ||
+ | * '''Parts:''' | ||
+ | ** '''StatPart_Age:''' | ||
+ | *** Use Biological Years: '''{{Good|true}}''' | ||
+ | *** Humanlike Only: '''{{Good|true}}''' | ||
+ | *** '''Curve:''' | ||
+ | **** '''Points:''' | ||
+ | ***** (4,0.95) | ||
+ | ***** (12,0.98) | ||
+ | ***** (13,1) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Age (Biological)|yAxisTitle=Shooting Accuracy Multiplier|type=line|x=4, 12, 13|y=0.95, 0.98, 1|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | === Fertility === | ||
+ | ==== Male ==== | ||
+ | * '''Parts:''' | ||
+ | ** '''StatPart_FertilityByGenderAge:''' | ||
+ | *** '''Male Fertility Age Factor:''' | ||
+ | **** '''Points:''' | ||
+ | ***** (14, 0) | ||
+ | ***** (18, 1) | ||
+ | ***** (50, 1) | ||
+ | ***** (90, 0) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Male Age (Biological)|yAxisTitle=Fertility Multiplier|type=line|yType=number|x=14, 18, 50, 90|y=0, 1, 1, 0|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | |||
+ | ==== Female ==== | ||
+ | ** '''Female Fertility Age Factor:''' | ||
+ | **** '''Points:''' | ||
+ | ***** (14, 0) | ||
+ | ***** (20, 1) | ||
+ | ***** (28, 1) | ||
+ | ***** (35, 0.5) | ||
+ | ***** (40, 0.1) | ||
+ | ***** (45, 0.02) | ||
+ | ***** (50, 0) | ||
+ | {{Graph:Chart|width=400|height=200|xAxisTitle=Female Age (Biological)|yAxisTitle=Fertility Multiplier|type=line|x=14, 20, 28, 35, 40, 45, 50|y=0, 1, 1, 0.5, 0.1, 0.02, 0|interpolate=monotone|xGrid=|yGrid=}} | ||
+ | </div> | ||
+ | </div> | ||
+ | |||
+ | <div class="mw-collapsible mw-collapsed"> | ||
+ | |||
== Stat Categories == | == Stat Categories == | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
− | {| id="Stat | + | {| id="Stat Categories" {{STDT|sortable}} |
− | ! | + | ! Def Name !! Label !! Display<br />Order !! Display<br />All By<br />Default !! # Of Stats !! Source |
<!-- Core StatCategories --> | <!-- Core StatCategories --> | ||
<!--================ General ================--> | <!--================ General ================--> | ||
Line 11: | Line 1,611: | ||
| 10 | | 10 | ||
| {{Good|true}} | | {{Good|true}} | ||
+ | | 9 | ||
+ | | Core - General | ||
|- | |- | ||
| BasicsImportant | | BasicsImportant | ||
Line 16: | Line 1,618: | ||
| 1 | | 1 | ||
| {{Good|true}} | | {{Good|true}} | ||
+ | | 3 | ||
+ | | Core - General | ||
|- | |- | ||
| BasicsPawnImportant | | BasicsPawnImportant | ||
Line 21: | Line 1,625: | ||
| 2 | | 2 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - General | ||
|- | |- | ||
| BasicsNonPawnImportant | | BasicsNonPawnImportant | ||
Line 26: | Line 1,632: | ||
| 2 | | 2 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 4 | ||
+ | | Core - General | ||
|- | |- | ||
| BasicsPawn | | BasicsPawn | ||
Line 31: | Line 1,639: | ||
| 11 | | 11 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 38 | ||
+ | | Core - General | ||
|- | |- | ||
| BasicsNonPawn | | BasicsNonPawn | ||
Line 36: | Line 1,646: | ||
| 12 | | 12 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 11 | ||
+ | | Core - General | ||
|- | |- | ||
| AnimalProductivity | | AnimalProductivity | ||
Line 41: | Line 1,653: | ||
| 13 | | 13 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - General | ||
|- | |- | ||
| Source | | Source | ||
Line 46: | Line 1,660: | ||
| 999 | | 999 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - General | ||
<!--================ Non-pawn ================--> | <!--================ Non-pawn ================--> | ||
|- | |- | ||
Line 52: | Line 1,668: | ||
| 30 | | 30 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 13 | ||
+ | | Core - Non-pawn | ||
|- | |- | ||
| Implant | | Implant | ||
Line 57: | Line 1,675: | ||
| 30 | | 30 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - Non-pawn | ||
|- | |- | ||
| Weapon | | Weapon | ||
Line 62: | Line 1,682: | ||
| 40 | | 40 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - Non-pawn | ||
|- | |- | ||
| Weapon_Ranged | | Weapon_Ranged | ||
Line 67: | Line 1,689: | ||
| 44 | | 44 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 6 | ||
+ | | Core - Non-pawn | ||
|- | |- | ||
| Weapon_Melee | | Weapon_Melee | ||
Line 72: | Line 1,696: | ||
| 48 | | 48 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 3 | ||
+ | | Core - Non-pawn | ||
|- | |- | ||
| Building | | Building | ||
Line 77: | Line 1,703: | ||
| 50 | | 50 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 19 | ||
+ | | Core - Non-pawn | ||
|- | |- | ||
| Ability | | Ability | ||
Line 82: | Line 1,710: | ||
| 60 | | 60 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 9 | ||
+ | | Core - Non-pawn | ||
|- | |- | ||
| Drug | | Drug | ||
Line 87: | Line 1,717: | ||
| 30 | | 30 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - Non-pawn | ||
|- | |- | ||
| DrugAddiction | | DrugAddiction | ||
Line 92: | Line 1,724: | ||
| 110 | | 110 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - Non-pawn | ||
|- | |- | ||
| Terrain | | Terrain | ||
Line 97: | Line 1,731: | ||
| 13 | | 13 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 2 | ||
+ | | Core - Non-pawn | ||
<!--=============== Virtual categories ==============--> | <!--=============== Virtual categories ==============--> | ||
|- | |- | ||
Line 103: | Line 1,739: | ||
| 70 | | 70 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - Virtual category | ||
|- | |- | ||
| StuffStatFactors | | StuffStatFactors | ||
Line 108: | Line 1,746: | ||
| 74 | | 74 | ||
| {{Good|true}} | | {{Good|true}} | ||
+ | | 8 | ||
+ | | Core - Virtual category | ||
|- | |- | ||
| StuffStatOffsets | | StuffStatOffsets | ||
Line 113: | Line 1,753: | ||
| 77 | | 77 | ||
| {{Good|true}} | | {{Good|true}} | ||
+ | | 0 | ||
+ | | Core - Virtual category | ||
|- | |- | ||
| StuffOfEquipmentStatFactors | | StuffOfEquipmentStatFactors | ||
Line 118: | Line 1,760: | ||
| 80 | | 80 | ||
| {{Good|true}} | | {{Good|true}} | ||
+ | | 0 | ||
+ | | Core - Virtual category | ||
|- | |- | ||
| Surgery | | Surgery | ||
Line 123: | Line 1,767: | ||
| 90 | | 90 | ||
| {{Good|true}} | | {{Good|true}} | ||
+ | | 0 | ||
+ | | Core - Virtual category | ||
|- | |- | ||
| CapacityEffects | | CapacityEffects | ||
Line 128: | Line 1,774: | ||
| 100 | | 100 | ||
| {{Good|true}} | | {{Good|true}} | ||
+ | | 0 | ||
+ | | Core - Virtual category | ||
<!--================ Pawn ================--> | <!--================ Pawn ================--> | ||
|- | |- | ||
Line 134: | Line 1,782: | ||
| 110 | | 110 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 31 | ||
+ | | Core - Pawn | ||
|- | |- | ||
| PawnSocial | | PawnSocial | ||
Line 139: | Line 1,789: | ||
| 120 | | 120 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 13 | ||
+ | | Core - Pawn | ||
|- | |- | ||
| PawnMisc | | PawnMisc | ||
Line 144: | Line 1,796: | ||
| 130 | | 130 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 2 | ||
+ | | Core - Pawn | ||
|- | |- | ||
| PawnWork | | PawnWork | ||
Line 149: | Line 1,803: | ||
| 140 | | 140 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 36 | ||
+ | | Core - Pawn | ||
<!--================ Misc ================--> | <!--================ Misc ================--> | ||
|- | |- | ||
Line 155: | Line 1,811: | ||
| 13 | | 13 | ||
| {{Good|true}} | | {{Good|true}} | ||
+ | | 2 | ||
+ | | Core - Misc | ||
|- | |- | ||
| Genetics | | Genetics | ||
Line 160: | Line 1,818: | ||
| 200 | | 200 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Core - Misc | ||
|- | |- | ||
| Mechanoid | | Mechanoid | ||
Line 165: | Line 1,825: | ||
| 13 | | 13 | ||
| {{Good|true}} | | {{Good|true}} | ||
+ | | 6 | ||
+ | | Core - Misc | ||
<!-- Biotech StatCategories --> | <!-- Biotech StatCategories --> | ||
|- | |- | ||
Line 171: | Line 1,833: | ||
| 105 | | 105 | ||
| {{Good|true}} | | {{Good|true}} | ||
+ | | 9 | ||
+ | | Biotech | ||
<!-- Anomaly Stats_PsychicRituals --> | <!-- Anomaly Stats_PsychicRituals --> | ||
|- | |- | ||
Line 177: | Line 1,841: | ||
| 500 | | 500 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 2 | ||
+ | | Anomaly | ||
<!-- Anomaly Stats_Containment --> | <!-- Anomaly Stats_Containment --> | ||
|- | |- | ||
Line 183: | Line 1,849: | ||
| 600 | | 600 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 3 | ||
+ | | Anomaly | ||
<!-- Anomaly Stats_Serum --> | <!-- Anomaly Stats_Serum --> | ||
|- | |- | ||
Line 189: | Line 1,857: | ||
| 700 | | 700 | ||
| {{Bad|false}} | | {{Bad|false}} | ||
+ | | 0 | ||
+ | | Anomaly | ||
|} | |} | ||
</div> | </div> | ||
</div> | </div> | ||
− | <div class="mw-collapsible"> | + | <div class="mw-collapsible mw-collapsed"> |
− | == | + | |
− | + | == Stat Bases == | |
− | {| {{STDT|sortable}} | + | <div class="mw-collapsible-content"> |
− | ! | + | {| id="Stat Bases" {{STDT|sortable collapsible}} |
− | + | ! Name !! Category !! Parameters !! Additional !! Display<br />Priority<br />In<br />Category | |
− | + | |- id="ButcherySpeedBase" | |
− | |- id="" | + | ! ButcherySpeedBase |
− | |||
− | ! | ||
− | |||
| PawnWork | | PawnWork | ||
− | * | + | | |
− | + | * Default Base Value: '''{{%|1}}''' | |
− | + | * Min Value: '''{{%|0.1}}''' | |
− | + | * To String Style: '''PercentZero''' | |
− | + | | | |
− | + | * ''Stat Factors:'' | |
− | + | ** '''[[Global Work Speed]]''' | |
− | + | * '''Capacity Factors:''' | |
− | + | ** Capacity: '''[[Sight]]''' | |
− | + | *** Weight: '''{{%|0.4}}''' | |
− | + | *** Max: '''{{%|1}}''' | |
− | + | ** Capacity: '''[[Manipulation]]''' | |
− | + | *** Weight: '''{{%|1}}''' | |
− | |||
− | |||
− | |||
− | |||
| 4500 | | 4500 | ||
− | + | |- id="ButcheryEfficiencyBase" | |
− | |- id="" | + | ! ButcheryEfficiencyBase |
− | |||
− | ! | ||
− | |||
| PawnWork | | PawnWork | ||
− | * | + | | |
− | + | * Default Base Value: '''{{%|1}}''' | |
− | + | * Min Value: '''{{%|0}}''' | |
− | + | * Max Value: '''{{%|1.5}}''' | |
− | + | * To String Style: '''PercentZero''' | |
− | + | | | |
− | + | * '''Capacity Factors:''' | |
− | + | ** Capacity: '''[[Sight]]''' | |
− | + | *** Weight: '''{{%|0.4}}''' | |
− | + | *** Max: '''{{%|1}}''' | |
− | + | ** Capacity: '''[[Manipulation]]''' | |
− | + | *** Weight: '''{{%|0.9}}''' | |
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| 4520 | | 4520 | ||
− | |- id | + | |- id="ArmorRatingBase" |
− | + | ! ArmorRatingBase | |
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| Apparel | | Apparel | ||
− | * '''Min Value:''' 0 | + | | |
− | + | * Default Base Value: '''{{%|0}}''' | |
− | * '''To String Style:''' | + | * Min Value: '''{{%|0}}''' |
− | * ''' | + | * Hide At Value: '''{{%|0}}''' |
− | + | * Max Value: '''{{%|2}}''' | |
− | | | + | * To String Style: '''PercentOne''' |
− | + | | ''StatParts'': | |
− | + | * '''''StatPart_Quality:''''' | |
− | + | ** Factor Awful: '''{{%|0.60}}''' | |
− | + | ** Factor Poor: '''{{%|0.80}}''' | |
− | + | ** Factor Normal: '''{{%|1.00}}''' | |
− | + | ** Factor Good: '''{{%|1.15}}''' | |
− | + | ** Factor Excellent: '''{{%|1.30}}''' | |
− | + | ** Factor Masterwork: '''{{%|1.45}}''' | |
− | + | ** Factor Legendary: '''{{%|1.80}}''' | |
− | + | | - | |
− | + | |- id="InsulationBase" | |
− | |- id="" | + | ! InsulationBase |
− | |||
− | ! | ||
− | |||
| Apparel | | Apparel | ||
− | * | + | | |
− | + | * Default Base Value: '''{{%|0}}''' | |
− | * | + | * Hide At Value: '''{{%|0}}''' |
− | + | * Min Value: '''{{%|-9999}}''' | |
− | + | * Max Value: '''{{%|9999}}''' | |
− | + | * To String Style: '''TemperatureOffset''' | |
− | + | * Show On Pawns: '''{{Bad|false}}''' | |
− | + | | ''StatParts'': | |
− | + | * '''''StatPart_Quality:''''' | |
− | + | ** Factor Awful: '''{{%|0.8}}''' | |
− | + | ** Factor Poor: '''{{%|0.9}}''' | |
− | + | ** Factor Normal: '''{{%|1}}''' | |
− | + | ** Factor Good: '''{{%|1.1}}''' | |
− | + | ** Factor Excellent: '''{{%|1.2}}''' | |
− | + | ** Factor Masterwork: '''{{%|1.5}}''' | |
− | + | ** Factor Legendary: '''{{%|1.8}}''' | |
− | |- | + | ** Apply To Negative Values: '''{{Good|true}}''' |
− | + | | - | |
− | + | |- id="MarketValueBase" | |
− | + | ! MarketValueBase | |
− | |||
− | |||
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− | * | ||
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− | * | ||
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− | * ''' | ||
− | |||
− | * ''' | ||
− | * ''' | ||
− | * ''' | ||
− | * | ||
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− | * ''' | ||
− | * | ||
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− | |- id=" | ||
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| BasicsImportant | | BasicsImportant | ||
− | * '''Min Value:''' 0 | + | | |
− | + | * Worker Class: '''StatWorker_MarketValue''' | |
− | + | * Min Value: '''{{%|0}}''' | |
+ | * To String Style: '''Money''' | ||
+ | * Round To Five Over: '''200''' | ||
+ | * Minified Thing Inherits: '''{{Good|true}}''' | ||
+ | * Show On Untradeables: '''{{Bad|false}}''' | ||
+ | * Scenario Randomizable: '''{{Good|true}}''' | ||
+ | | ''StatParts'': | ||
+ | * '''''StatPart_Quality:''''' | ||
+ | ** Factor Awful: {{Bad|'''{{%|0.5}}'''}} | ||
+ | ** Factor Poor: {{Bad|'''{{%|0.75}}'''}} | ||
+ | ** Factor Normal: '''{{%|1}}''' | ||
+ | ** Factor Good: {{Good|'''{{%|1.25}}'''}} | ||
+ | ** Max Gain Good: {{+|'''500'''}} | ||
+ | ** Factor Excellent: {{Good|'''{{%|1.5}}'''}} | ||
+ | ** Max Gain Excellent: {{+|'''1000'''}} | ||
+ | ** Factor Masterwork: {{Good|'''{{%|2.5}}'''}} | ||
+ | ** Max Gain Masterwork: {{+|'''2000'''}} | ||
+ | ** Factor Legendary: {{Good|'''{{%|5}}'''}} | ||
+ | ** Max Gain Legendary: {{+|'''3000'''}} | ||
+ | * '''StatPart_WornByCorpse''' | ||
+ | * '''StatPart_IsCorpseFresh''' | ||
+ | * '''StatPart_WeaponTraitsMarketValueOffset''' | ||
+ | * '''StatPart_Biocoded''' | ||
+ | * '''StatPart_ReloadMarketValue''' | ||
+ | * '''StatPart_Genes{{BiotechIcon}}''' | ||
| 2510 | | 2510 | ||
− | + | |- id="MeditationFocusBase" | |
− | + | ! MeditationFocusBase{{RoyaltyIcon}} | |
− | + | | - | |
− | + | | | |
− | + | * Format String: '''{0} / day''' | |
− | + | * Format String Unfinalized: '''{0} / day''' | |
− | + | * To String Style: '''PercentZero''' | |
− | + | * Show If Mods Loaded Any: '''Royalty{{RoyaltyIcon}}''' | |
− | + | | - | |
− | + | | - | |
− | + | |- id="ShootingAccuracyFactorBase" | |
− | + | ! ShootingAccuracyFactorBase | |
− | |||
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− | |- id="" | ||
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− | ! | ||
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| PawnCombat | | PawnCombat | ||
− | + | | | |
− | + | * Min Value: '''{{%|0.01}}''' | |
− | + | * Default Base Value: '''{{%|1}}''' | |
− | + | * Hide At Value: '''{{%|1}}''' | |
− | | | + | * To String Style: '''PercentZero''' |
− | + | * Show On Animals: '''{{Bad|false}}''' | |
− | + | * Show Developmental Stage Filter: '''Child, Adult''' | |
− | + | | - | |
− | + | | - | |
− | + | |- id="MechStatBase" | |
− | + | ! MechStatBase{{BiotechIcon}} | |
− | + | * '''May Require Any Of:''' | |
− | * | + | ** Biotech{{BiotechIcon}} |
− | + | ** Anomaly{{AnomalyIcon}} | |
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| Mechanoid | | Mechanoid | ||
− | | | + | | |
− | + | * Show On Animals: '''{{Bad|false}}''' | |
− | + | * Show On Humanlikes: '''{{Bad|false}}''' | |
− | + | * Show On Mechanoids: '''{{Good|true}}''' | |
− | * | + | | - |
− | + | | - | |
− | + | |- id="IntellectualSkillBase" | |
− | + | ! IntellectualSkillBase | |
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− | |- id="" | ||
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− | ! | ||
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| PawnWork | | PawnWork | ||
− | + | | | |
− | + | * Default Base Value: '''{{%|1}}''' | |
− | + | * To String Style: '''PercentZero''' | |
− | + | * Scenario Randomizable: '''{{Good|true}}''' | |
− | + | | | |
− | + | * Stat Factors: | |
− | + | ** '''[[Global Work Speed]]''' | |
− | + | * Skill Need Factors: | |
− | + | ** '''SkillNeed_BaseBonus:''' | |
− | + | *** Skill: '''[[Intellectual]]''' | |
− | + | *** Base Value: '''{{%|0.08}}''' | |
− | + | *** Bonus Per Level: '''{{+|{{%|0.115}}}}''' | |
− | + | ---- | |
− | + | * '''Capacity Factors:''' | |
− | + | ** Capacity: '''[[Manipulation]]''' | |
− | + | *** Weight: '''{{%|0.5}}''' | |
− | + | *** Max: '''{{%|1.1}}''' | |
− | + | ** Capacity: '''[[Sight]]''' | |
− | + | *** Weight: '''{{%|0.5}}''' | |
− | + | *** Max: '''{{%|1.1}}''' | |
− | + | | - | |
− | + | |- id="AccuracyBase" | |
− | + | ! AccuracyBase | |
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| Weapon_Ranged | | Weapon_Ranged | ||
− | * | + | | |
− | + | * Default Base Value: '''{{%|1}}''' | |
− | + | * Min Value: '''{{%|0.01}}''' | |
− | + | * Max Value: '''{{%|1}}''' | |
− | + | * To String Style: '''PercentZero''' | |
− | + | * Show If Undefined: '''{{Bad|false}}''' | |
− | + | | ''StatParts'': | |
− | + | * '''''StatPart_Quality:''''' | |
− | + | ** Factor Awful: '''{{%|0.8}}''' | |
− | + | ** Factor Poor: '''{{%|0.9}}''' | |
− | + | ** Factor Normal: '''{{%|1}}''' | |
− | + | ** Factor Good: '''{{%|1.1}}''' | |
− | + | ** Factor Excellent: '''{{%|1.2}}''' | |
− | + | ** Factor Masterwork: '''{{%|1.35}}''' | |
− | + | ** Factor Legendary: '''{{%|1.5}}''' | |
− | + | | - | |
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<!-- Darkness combat --> | <!-- Darkness combat --> | ||
− | |- id=" | + | |- id="DarknessCombat" |
− | + | ! DarknessCombat{{IdeologyIcon}} | |
− | |||
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| PawnCombat | | PawnCombat | ||
− | + | | | |
− | + | * Default Base Value: '''{{%|0}}''' | |
− | + | * To String Style: '''PercentZero''' | |
− | + | * Show On Animals: '''{{Bad|false}}''' | |
− | + | * Always Hide: '''{{Good|true}}''' | |
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<!-- Mechanitor --> | <!-- Mechanitor --> | ||
− | |- id=" | + | |- id="MechanitorStatBase" |
− | + | ! MechanitorStatBase{{BiotechIcon}} | |
− | |||
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| Mechanitor | | Mechanitor | ||
− | + | | | |
− | + | * Worker Class: '''StatWorker_Mechanitor''' | |
− | + | * Default Base Value: '''{{%|0}} | |
− | + | * Min Value: '''{{%|0}} | |
− | + | * Show On Animals: '''{{Bad|false}}''' | |
− | + | * Show On Humanlikes: '''{{Good|true}}''' | |
− | + | * Show On Mechanoids: '''{{Bad|false}}''' | |
− | + | * Show If Undefined: '''{{Good|true}}''' | |
− | + | | - | |
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| 2000 | | 2000 | ||
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|} | |} | ||
− | + | </div> | |
</div> | </div> | ||
− | <div class="mw-collapsible"> | + | <div class="mw-collapsible mw-collapsed"> |
== List of Stats by defName == | == List of Stats by defName == | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
Line 4,931: | Line 2,315: | ||
</div> | </div> | ||
− | <div class="mw-collapsible"> | + | <div class="mw-collapsible mw-collapsed"> |
== Stat Statistics == | == Stat Statistics == | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> |
Latest revision as of 17:18, 23 September 2024
Type and Type2[edit]
Type | Type2 | |
---|---|---|
Cassandra Classic | AI Storytellers | |
Phoebe Chillax | AI Storytellers | |
Randy Random | AI Storytellers | |
Revenant invisibility | Ability | |
Snowhare | Animal | |
Duck | Animal | |
Corpse | Animal | |
Labrador retriever | Animal | |
Arctic fox | Animal | |
Cougar | Animal | |
Alpaca | Animal | |
Horse | Animal | |
Raccoon | Animal | |
Chinchilla | Animal | |
Turkey | Animal | |
Goat | Animal | |
Muffalo | Animal | |
Elephant | Animal | |
Lynx | Animal | |
Arctic wolf | Animal | |
Cow | Animal | |
Husky | Animal | |
Rat | Animal | |
Bison | Animal | |
Warg | Animal | |
Goose | Animal | |
Ostrich | Animal | |
Squirrel | Animal | |
Elk | Animal | |
Capybara | Animal | |
Deer | Animal | |
Boomrat | Animal | |
Ibex | Animal | |
Red fox | Animal | |
Boomalope | Animal | |
Wild boar | Animal | |
Grizzly bear | Animal | |
Panther | Animal | |
Thrumbo | Animal | |
Emu | Animal | |
Megasloth | Animal | |
Cassowary | Animal | |
Donkey | Animal | |
Iguana | Animal | |
Rhinoceros | Animal | |
Caribou | Animal | |
Yak | Animal | |
Guinea pig | Animal | |
Pig | Animal | |
Timber wolf | Animal | |
Fennec fox | Animal | |
Cat | Animal | |
Sheep | Animal | |
Dromedary | Animal | |
Alphabeaver | Animal | |
Cobra | Animal | |
Yorkshire terrier | Animal | |
Hare | Animal | |
Polar bear | Animal | |
Tortoise | Animal | |
Gazelle | Animal | |
Monkey | Animal | |
Chicken | Animal | |
Berrymaker dryad | Animal | Dryad |
Clawer dryad | Animal | Dryad |
Gaumaker dryad | Animal | Dryad |
Carrier dryad | Animal | Dryad |
Barkskin dryad | Animal | Dryad |
Woodmaker dryad | Animal | Dryad |
Immature dryad | Animal | Dryad |
Medicinemaker dryad | Animal | Dryad |
Human | Animal | Human |
Spelopede | Animal | Insectoid |
Megascarab | Animal | Insectoid |
Megaspider | Animal | Insectoid |
Toxalope | Animal | Pollution |
Waste rat | Animal | Pollution |
Grand sculpture | Art | |
Large sculpture | Art | |
Small sculpture | Art | |
Void sculpture | Art | |
Terror sculpture | Art | |
Psychic soothe pulser | Artifact | |
Psychic animal pulser | Artifact | |
Shard animal pulser | Artifact | |
Biomutation pulser | Artifact | Utility |
Hive | Building | |
Floor etching | Building | |
Stasis cocoon | Building | |
Frenzy inducer | Building | Anomaly (Buildings) |
Bioferrite harvester | Building | Anomaly (Buildings) |
Shard beacon | Building | Anomaly (Buildings) |
Psychic ritual spot | Building | Anomaly (Buildings) |
Holding spot | Building | Anomaly (Buildings) |
Atmospheric heater | Building | Anomaly (Buildings) |
Serum lab | Building | Anomaly (Buildings) |
Proximity detector | Building | Anomaly (Buildings) |
Electric inhibitor | Building | Anomaly (Buildings) |
Bioferrite shaper | Building | Anomaly (Buildings) |
Electroharvester | Building | Anomaly (Buildings) |
Shard inhibitor | Building | Anomaly (Buildings) |
Sleep suppressor | Building | Anomaly (Buildings) |
Holding platform | Building | Anomaly (Buildings) |
Subcore ripscanner | Building | Biotech (Buildings) |
Large mech recharger | Building | Biotech (Buildings) |
Hemogen amplifier | Building | Biotech (Buildings) |
Deathrest casket | Building | Biotech (Buildings) |
Growth vat | Building | Biotech (Buildings) |
Mechband dish | Building | Biotech (Buildings) |
Gene bank | Building | Biotech (Buildings) |
Mech gestator | Building | Biotech (Buildings) |
Glucosoid pump | Building | Biotech (Buildings) |
Mech booster | Building | Biotech (Buildings) |
Gene extractor | Building | Biotech (Buildings) |
Pollution pump | Building | Biotech (Buildings) |
Large mech gestator | Building | Biotech (Buildings) |
Deathrest accelerator | Building | Biotech (Buildings) |
Gene assembler | Building | Biotech (Buildings) |
Subcore encoder | Building | Biotech (Buildings) |
Psychofluid pump | Building | Biotech (Buildings) |
Mechband antenna | Building | Biotech (Buildings) |
Gene processor | Building | Biotech (Buildings) |
Subcore softscanner | Building | Biotech (Buildings) |
Wastepack atomizer | Building | Biotech (Buildings) |
Mech recharger | Building | Biotech (Buildings) |
Band node | Building | Biotech (Buildings) |
Hemopump | Building | Biotech (Buildings) |
Gray door | Building | Door |
Rustic rug (medium) | Building | Floor |
Animalist slab (broad) | Building | Floor |
Spikecore floor-star (broad) | Building | Floor |
Animalist slab (medium) | Building | Floor |
Spikecore floor-star (medium) | Building | Floor |
Morbid slab (broad) | Building | Floor |
Totemic slab (broad) | Building | Floor |
Morbid slab (medium) | Building | Floor |
Totemic slab (medium) | Building | Floor |
Rustic rug (broad) | Building | Floor |
Standing lamp | Building | Furniture |
Dining chair | Building | Furniture |
Plant pot | Building | Furniture |
Flood light | Building | Furniture |
End table | Building | Furniture |
Table (3x3) | Building | Furniture |
Animal sleeping spot | Building | Furniture |
Double bed | Building | Furniture |
Stool | Building | Furniture |
Royal bed | Building | Furniture |
Armchair | Building | Furniture |
Bookcase | Building | Furniture |
Double bedroll | Building | Furniture |
Sun lamp | Building | Furniture |
Shelf | Building | Furniture |
Bed | Building | Furniture |
Wall torch lamp | Building | Furniture |
Double sleeping spot | Building | Furniture |
Small bookcase | Building | Furniture |
Table (1x2) | Building | Furniture |
Small shelf | Building | Furniture |
Hospital bed | Building | Furniture |
Bedroll | Building | Furniture |
Wall lamp | Building | Furniture |
Table (2x2) | Building | Furniture |
Sleeping spot | Building | Furniture |
Animal sleeping box | Building | Furniture |
Torch lamp | Building | Furniture |
Couch | Building | Furniture |
Dresser | Building | Furniture |
Table (2x4) | Building | Furniture |
Animal bed | Building | Furniture |
School desk | Building | Furniture |
Blackboard | Building | Furniture |
Blood torch | Building | Furniture |
Crib | Building | Furniture |
Baby sleeping spot | Building | Furniture |
Toy box | Building | Furniture |
Baby decoration | Building | Furniture |
Fungus darktorch | Building | Furniture |
Darklight brazier | Building | Furniture |
Slab double bed | Building | Furniture |
Slab bed | Building | Furniture |
Darktorch | Building | Furniture |
Bonsai pot | Building | Furniture |
Brazier | Building | Furniture |
Grand meditation throne | Building | Furniture |
Animus stone | Building | Furniture |
Drape | Building | Furniture |
Meditation throne | Building | Furniture |
Kneel pillow | Building | Ideology (Buildings) |
Autobong | Building | Ideology (Buildings) |
Grand altar | Building | Ideology (Buildings) |
Medium altar | Building | Ideology (Buildings) |
Sleep accelerator | Building | Ideology (Buildings) |
Lightball | Building | Ideology (Buildings) |
Ritual spot | Building | Ideology (Buildings) |
Drum | Building | Ideology (Buildings) |
Kneel sheet | Building | Ideology (Buildings) |
Biosculpter pod | Building | Ideology (Buildings) |
Cannibal platter | Building | Ideology (Buildings) |
Sacrificial flag | Building | Ideology (Buildings) |
Effigy | Building | Ideology (Buildings) |
Large altar | Building | Ideology (Buildings) |
Pew | Building | Ideology (Buildings) |
Burnbong | Building | Ideology (Buildings) |
Styling station | Building | Ideology (Buildings) |
Loudspeaker | Building | Ideology (Buildings) |
Small altar | Building | Ideology (Buildings) |
Christmas tree | Building | Ideology (Buildings) |
Ideogram | Building | Ideology (Buildings) |
Neural supercharger | Building | Ideology (Buildings) |
Pyre | Building | Ideology (Buildings) |
Incense shrine | Building | Ideology (Buildings) |
Skullspike | Building | Ideology (Buildings) |
Gibbet cage | Building | Ideology (Buildings) |
Lectern | Building | Ideology (Buildings) |
Reliquary | Building | Ideology (Buildings) |
Gray statue | Building | Labyrinth |
Gray box | Building | Labyrinth |
Sun blocker | Building | Mechanoid cluster |
Climate adjuster | Building | Mechanoid cluster |
Mech assembler | Building | Mechanoid cluster |
Mini-slugger turret | Building | Mechanoid cluster |
Toxic spewer | Building | Mechanoid cluster |
Defoliator | Building | Mechanoid cluster |
Mech drop beacon | Building | Mechanoid cluster |
Weather controller | Building | Mechanoid cluster |
Mech low-shield | Building | Mechanoid cluster |
Psychic droner | Building | Mechanoid cluster |
Count-down activator | Building | Mechanoid cluster |
Mech capsule | Building | Mechanoid cluster |
Auto mortar | Building | Mechanoid cluster |
Psychic suppressor | Building | Mechanoid cluster |
Mech high-shield | Building | Mechanoid cluster |
Auto inferno turret | Building | Mechanoid cluster |
Smoke spewer | Building | Mechanoid cluster |
Proximity activator | Building | Mechanoid cluster |
EMI dynamo | Building | Mechanoid cluster |
Auto charge turret | Building | Mechanoid cluster |
Party spot | Building | Misc |
Vitals monitor | Building | Misc |
Pen marker | Building | Misc |
Grave | Building | Misc |
Moisture pump | Building | Misc |
Long-range mineral scanner | Building | Misc |
Caravan hitching spot | Building | Misc |
Grand stele | Building | Misc |
Ground-penetrating scanner | Building | Misc |
Multi-analyzer | Building | Misc |
Sarcophagus | Building | Misc |
Egg box | Building | Misc |
Urn | Building | Misc |
Pod launcher | Building | Misc |
Tool cabinet | Building | Misc |
Marriage spot | Building | Misc |
Firefoam popper | Building | Misc |
Large stele | Building | Misc |
Comms console | Building | Misc |
Orbital trade beacon | Building | Misc |
Transport pod | Building | Misc |
Cryptosleep casket | Building | Misc |
Crashed mechanitor ship | Building | Misc |
Grand archotech structure | Building | Misc |
Dryad cocoon | Building | Misc |
Gaumaker pod | Building | Misc |
Major archotech structure | Building | Misc |
Small nature shrine | Building | Misc |
Large nature shrine | Building | Misc |
Ship landing beacon | Building | Misc |
Meditation spot | Building | Misc |
Wood-fired generator | Building | Power |
Power switch | Building | Power |
Solar generator | Building | Power |
Hidden conduit | Building | Power |
Battery | Building | Power |
Watermill generator | Building | Power |
Chemfuel powered generator | Building | Power |
Waterproof conduit | Building | Power |
Geothermal generator | Building | Power |
Wind turbine | Building | Power |
Power conduit | Building | Power |
Bioferrite generator | Building | Power |
Toxifier generator | Building | Power |
Electric smelter | Building | Production |
Electric stove | Building | Production |
Hydroponics basin | Building | Production |
Hand tailor bench | Building | Production |
Biofuel refinery | Building | Production |
Art bench | Building | Production |
Fueled stove | Building | Production |
Electric tailor bench | Building | Production |
Fermenting barrel | Building | Production |
Fabrication bench | Building | Production |
Stonecutter's table | Building | Production |
Fueled smithy | Building | Production |
Deep drill | Building | Production |
Simple research bench | Building | Production |
Crafting spot | Building | Production |
Brewery | Building | Production |
Electric smithy | Building | Production |
Nutrient paste dispenser | Building | Production |
Hi-tech research bench | Building | Production |
Butcher spot | Building | Production |
Drug lab | Building | Production |
Machining table | Building | Production |
Hopper | Building | Production |
Electric crematorium | Building | Production |
Butcher table | Building | Production |
Telescope | Building | Recreation |
Hoopstone ring | Building | Recreation |
Megascreen television | Building | Recreation |
Game-of-Ur board | Building | Recreation |
Horseshoes pin | Building | Recreation |
Billiards table | Building | Recreation |
Poker table | Building | Recreation |
Chess table | Building | Recreation |
Snowman | Building | Recreation |
Tube television | Building | Recreation |
Flatscreen television | Building | Recreation |
Harpsichord | Building | Recreation |
Piano | Building | Recreation |
Harp | Building | Recreation |
Crashed ship parts | Building | Ruin |
Ancient car | Building | Ruin |
Ancient enemy terminal | Building | Ruin |
Ancient comms console | Building | Ruin |
Ancient terminal | Building | Ruin |
Ancient lamp | Building | Ruin |
Ancient lamppost | Building | Ruins |
Ancient concrete barrier | Building | Ruins |
Ship chunk | Building | Ruins |
Ancient exostrider midsection | Building | Ruins |
Ancient standard recharger | Building | Ruins |
Ancient exostrider head | Building | Ruins |
Ancient basic recharger | Building | Ruins |
Ancient exostrider cannon | Building | Ruins |
Ancient large mech gestator | Building | Ruins |
Ancient exostrider leg | Building | Ruins |
Ancient mech gestator | Building | Ruins |
Ancient band node | Building | Ruins |
Ancient toxifier generator | Building | Ruins |
Ancient postbox | Building | Ruins |
Ancient warsprinter remains | Building | Ruins |
Ancient crate | Building | Ruins |
Ancient small crate | Building | Ruins |
Ancient ruined APC | Building | Ruins |
Ancient air conditioner | Building | Ruins |
Ancient giant wheel | Building | Ruins |
Ancient ATM | Building | Ruins |
Ancient warwalker shell | Building | Ruins |
Ancient macro-engine block | Building | Ruins |
Ancient razor wire | Building | Ruins |
Ancient warspider remains | Building | Ruins |
Hermetic crate | Building | Ruins |
Ancient cryptosleep pod | Building | Ruins |
Ancient nav beacon | Building | Ruins |
Ancient tank trap | Building | Ruins |
Ancient dropship engine | Building | Ruins |
Ancient barrel | Building | Ruins |
Ancient mech drop beacon | Building | Ruins |
Ancient jet engine | Building | Ruins |
Ancient system rack | Building | Ruins |
Ancient washing machine | Building | Ruins |
Ancient warwalker torso | Building | Ruins |
Ancient refrigerator | Building | Ruins |
Ancient large crate | Building | Ruins |
Ancient display bank | Building | Ruins |
Ancient pipeline section | Building | Ruins |
Ancient troop carrier | Building | Ruins |
Ancient truck | Building | Ruins |
Ancient bed | Building | Ruins |
Ancient mechanoid shell | Building | Ruins |
Ancient kitchen sink | Building | Ruins |
Ancient stove | Building | Ruins |
Ancient hydrant | Building | Ruins |
Ancient wheel | Building | Ruins |
Ancient ruined tank | Building | Ruins |
Ancient warwalker claw | Building | Ruins |
Ancient locker bank | Building | Ruins |
Ancient engine block | Building | Ruins |
Ancient operating table | Building | Ruins |
Ancient vending machine | Building | Ruins |
Ancient pipes | Building | Ruins |
Ancient car frame | Building | Ruins |
Ancient mega-cannon barrel | Building | Ruins |
Ancient storage cylinder | Building | Ruins |
Ancient toilet | Building | Ruins |
Ancient equipment blocks | Building | Ruins |
Ancient security turret | Building | Ruins |
Ancient microwave | Building | Ruins |
Ancient warwalker foot | Building | Ruins |
Security crate | Building | Ruins |
Ancient long crate | Building | Ruins |
Ancient pod car | Building | Ruins |
Ancient unstable fuel node | Building | Ruins |
Ancient container | Building | Ruins |
Ancient mega-cannon platform | Building | Ruins |
Ancient generator | Building | Ruins |
Ancient shopping cart | Building | Ruins |
Ancient dropship | Building | Ruins |
Ancient fence | Building | Ruins |
Ancient oven | Building | Ruins |
Ancient warwalker leg | Building | Ruins |
Ancient machine | Building | Ruins |
IED incendiary trap | Building | Security |
Rocketswarm launcher | Building | Security |
Spike trap | Building | Security |
IED trap | Building | Security |
IED EMP trap | Building | Security |
Uranium slug turret | Building | Security |
Autocannon turret | Building | Security |
IED firefoam trap | Building | Security |
Barricade | Building | Security |
IED smoke trap | Building | Security |
Sandbags | Building | Security |
Mini-turret | Building | Security |
IED antigrain warhead trap | Building | Security |
Foam turret | Building | Security |
Mortar | Building | Security |
Tactical turret | Building | Security |
IED deadlife trap | Building | Security |
IED tox trap | Building | Security |
Ship cryptosleep casket | Building | Ship |
Ship engine | Building | Ship |
Ship reactor | Building | Ship |
Ship structural beam | Building | Ship |
Sensor cluster | Building | Ship |
Ship computer core | Building | Ship |
Infinite chemreactor | Building | Special |
Psychic emanator | Building | Special |
Glow pod | Building | Special |
Vanometric power cell | Building | Special |
Monument marker | Building | Special |
Mech node | Building | Special |
Unstable power cell | Building | Special |
Autodoor | Building | Structure |
Column | Building | Structure |
Bridge | Building | Structure |
Door | Building | Structure |
Ornate door | Building | Structure |
Fence | Building | Structure |
Fence gate | Building | Structure |
Animal flap | Building | Structure |
Wall | Building | Structure |
Security door | Building | Structure |
Passive cooler | Building | Temperature |
Heater | Building | Temperature |
Cooler | Building | Temperature |
Campfire | Building | Temperature |
Vent | Building | Temperature |
Gray wall | Building | Wall |
Steel slag chunk | Chunk | |
Mechanoid slag chunk | Chunk | |
Stone chunk | Chunk | |
Neutroamine | Crafted resources | |
Component | Crafted resources | |
Chemfuel | Crafted resources | |
Skull | Crafted resources | |
Wort | Crafted resources | |
Advanced component | Crafted resources | |
Firefoam shell | Crafted resources | Mortar shell |
High-explosive shell | Crafted resources | Mortar shell |
Incendiary shell | Crafted resources | Mortar shell |
Smoke shell | Crafted resources | Mortar shell |
EMP shell | Crafted resources | Mortar shell |
Deadlife shell | Crafted resources | Mortar shell |
Tox shell | Crafted resources | Mortar shell |
Flake | Drug | Hard Drug |
Go-juice | Drug | Hard Drug |
Yayo | Drug | Hard Drug |
Wake-up | Drug | Hard Drug |
Penoxycyline | Drug | Medical Drug |
Luciferium | Drug | Medical Drug |
Voidsight serum | Drug | Serum |
Ghoul resurrection serum | Drug | Serum |
Metalblood serum | Drug | Serum |
Juggernaut serum | Drug | Serum |
Mind-numb serum | Drug | Serum |
Beer | Drug | Social Drug |
Smokeleaf joint | Drug | Social drug |
Psychite tea | Drug | Social drug |
Ambrosia | Drug | Social drug |
Fleshbeasts | Entity | |
Golden cube | Entity | Advanced |
Devourer | Entity | Advanced |
Noctol | Entity | Advanced |
Metalhorror | Entity | Advanced |
Noctolith | Entity | Advanced |
Revenant | Entity | Advanced |
Dreadmeld | Entity | Advanced |
Pit gate | Entity | Advanced |
Nociosphere | Entity | Advanced |
Twisted obelisk | Entity | Advanced |
Fleshmass heart | Entity | Advanced |
Chimera | Entity | Advanced |
Warped obelisk | Entity | Advanced |
Unnatural corpse | Entity | Advanced |
Fleshmass nucleus | Entity | Advanced |
Corrupted obelisk | Entity | Advanced |
Ghoul | Entity | Basic |
Bulbfreak | Entity | Basic |
... further results |
Virtual Stats, Properties / Parameters, and Categories[edit]
List of Categories for reference[edit]
Def Name | Label | Display Order |
Display All By Default |
# Of StatDefs | Source |
---|---|---|---|---|---|
Basics | Basics | 10 | true | 9 | Core - General |
BasicsImportant | Basics | 1 | true | 3 | Core - General |
BasicsPawnImportant | Basics | 2 | false | 0 | Core - General |
BasicsNonPawnImportant | Basics | 2 | false | 4 | Core - General |
BasicsPawn | Basics | 11 | false | 38 | Core - General |
BasicsNonPawn | Basics | 12 | false | 11 | Core - General |
AnimalProductivity | animal productivity | 13 | false | 0 | Core - General |
Source | content source | 999 | false | 0 | Core - General |
Apparel | Apparel | 30 | false | 13 | Core - Non-pawn |
Implant | Implant | 30 | false | 0 | Core - Non-pawn |
Weapon | Weapon | 40 | false | 0 | Core - Non-pawn |
Weapon_Ranged | Weapon (ranged) | 44 | false | 6 | Core - Non-pawn |
Weapon_Melee | Weapon (melee) | 48 | false | 3 | Core - Non-pawn |
Building | Building | 50 | false | 19 | Core - Non-pawn |
Ability | Ability | 60 | false | 9 | Core - Non-pawn |
Drug | Drug | 30 | false | 0 | Core - Non-pawn |
DrugAddiction | drug addiction | 110 | false | 0 | Core - Non-pawn |
Terrain | terrain | 13 | false | 2 | Core - Non-pawn |
EquippedStatOffsets | Offsets when equipped | 70 | false | 0 | Core - Virtual category |
StuffStatFactors | Multipliers when made of this | 74 | true | 8 | Core - Virtual category |
StuffStatOffsets | Offsets when made of this | 77 | true | 0 | Core - Virtual category |
StuffOfEquipmentStatFactors | Multipliers when equipment made of this | 80 | true | 0 | Core - Virtual category |
Surgery | Surgical | 90 | true | 0 | Core - Virtual category |
CapacityEffects | effects | 100 | true | 0 | Core - Virtual category |
PawnCombat | Combat | 110 | false | 31 | Core - Pawn |
PawnSocial | Social | 120 | false | 13 | Core - Pawn |
PawnMisc | Misc | 130 | false | 2 | Core - Pawn |
PawnWork | Work | 140 | false | 36 | Core - Pawn |
Meditation | Meditation | 13 | true | 2 | Core - Misc |
Genetics | Genetics | 200 | false | 0 | Core - Misc |
Mechanoid | Mechanoid | 13 | true | 6 | Core - Misc |
Mechanitor | Mechanitor | 105 | true | 9 | Biotech |
PsychicRituals | Psychic ritual | 500 | false | 2 | Anomaly |
Containment | Containment | 600 | false | 3 | Anomaly |
Serum | Serum | 700 | false | 0 | Anomaly |
Categories are listed by order of appearance in xml, and labeled as "defName - (label)" unless the two are identical:
General[edit]
Basics[edit]
Basics - (Basics)[edit]
BasicsImportant - (Basics)[edit]
BasicsPawnImportant - (Basics)[edit]
BasicsNonPawnImportant - (Basics)[edit]
BasicsPawn - (Basics)[edit]
BasicsNonPawn - (Basics)[edit]
AnimalProductivity - (animal productivity)[edit]
Source - (content source)[edit]
Non-pawn[edit]
Apparel[edit]
Weapon[edit]
Weapon_Ranged - (Weapon (ranged))[edit]
Weapon_Melee - (Weapon (melee))[edit]
Building[edit]
Ability[edit]
Drug[edit]
DrugAddiction - (drug addiction)[edit]
Terrain - (terrain)[edit]
Virtual categories[edit]
EquippedStatOffsets - (Offsets when equipped)[edit]
StuffStatFactors - (Multipliers when made of this)[edit]
StuffOfEquipmentStatFactors - (Multipliers when equipment made of this)[edit]
Surgery - (Surgical)[edit]
CapacityEffects - (effects)[edit]
Pawn[edit]
PawnCombat - (Combat)[edit]
PawnSocial - (Social)[edit]
PawnMisc - (Misc)[edit]
PawnWork - (Work)[edit]
Misc[edit]
Meditation[edit]
Genetics[edit]
Mechanoid[edit]
Biotech [edit]
Mechanitor[edit]
Anomaly [edit]
PsychicRituals - (Psychic ritual)[edit]
Containment[edit]
Serum[edit]
Room Stats[edit]
Name | Details | Score Stages / Curve | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Impressiveness |
|
Score Stages:
| ||||||||||||||||||||||
Wealth |
|
Score Stages:
| ||||||||||||||||||||||
Space |
|
Score Stages:
| ||||||||||||||||||||||
Beauty |
|
Score Stages:
| ||||||||||||||||||||||
Cleanliness |
|
Score Stages:
| ||||||||||||||||||||||
Reading bonus |
|
- | ||||||||||||||||||||||
Infection chance factor |
|
Curve Points:
| ||||||||||||||||||||||
Surgery success chance cleanliness factor |
|
Curve Points:
| ||||||||||||||||||||||
Research speed factor |
|
Curve Points:
| ||||||||||||||||||||||
Grave visiting recreation factor |
|
Curve Points:
| ||||||||||||||||||||||
Food poison chance |
|
Curve Points:
| ||||||||||||||||||||||
Biosculpter pod speed factor |
|
Curve Points:
| ||||||||||||||||||||||
Assembly speed factor |
|
Curve Points:
|
[edit]
All 230 Stats[edit]
- Capacities
- Pain • Consciousness • Moving • Manipulation • Talking • Eating • Sight • Hearing • Breathing • Blood Filtration • Blood Pumping • Digestion
- Basics - Important
- Market Value • Market Value Ignoring Hitpoints • Honor Value
- Basics - Non Pawn Important
- Nutrition • Medical Potency • Medical Tend Quality Maximum • Max Hit Points
- Basics - Basics
- Mass • Flammability • Psychic Sensitivity Factor • Psychic Sensitivity Offset • Neural Heat Limit Offset • Neural Heat Recovery Rate Offset • Slave Suppression Offset • Terror (Source) • Max Install Count
- Basics - Pawn
- Recreation Fall Rate • Sleep Fall Rate • Eating Speed • Foraged Food Amount • Minimum Handling Skill • Mental Break Threshold • Immunity Gain Speed • Pain Shock Threshold • Lifespan Factor • Minimum Comfortable Temperature • Maximum Comfortable Temperature • Injury Healing Factor • Caravan Riding Speed • Carrying Capacity • Filth Rate • Crawl Speed • Move Speed • Max Nutrition • Rest Rate Multiplier • Toxic Environment Resistance • Toxic Resistance • Animals Learning Factor • Global Learning Factor • Neural Heat Limit • Psychic Sensitivity • Leather Amount • Meat Amount • Neural Heat Recovery Rate • Meditation Psyfocus Gain • Neural Heat Gain (Factor) • Ideoligion Spread Chance • Global Certainty Loss Factor • Terror • Raw Nutrition Multiplier • Learning Rate Factor • Cancer Rate Factor • Fertility • Hemogen Gain Multiplier
- Basics - Non Pawn
- Construction Speed (Material Factor) • Deterioration Rate • Sell Price Multiplier • Beauty • Outdoor Beauty • Cleanliness • Comfort • Work To Make • Food Poison Chance (Food Stat) • Shooting Accuracy (Turrets) • Style Dominance
- Mechanoid
- EMP Resistance • Bandwidth Cost • Energy Usage Multiplier • Wastepacks Per Recharge • Control Taking Time • Repair Energy Cost
- Apparel
- Armor - Material Effect Multiplier • Insulation - Cold - Material Effect Multiplier • Insulation - Heat - Material Effect Multiplier • Equip Delay • Pack Radius • Shield Recharge Rate • Shield Max Energy • Insulation - Heat • Insulation - Cold • Armor - Heat • Armor - Blunt • Armor - Sharp • Jump Range
- Weapon (Ranged)
- Damage Multiplier • Ranged Cooldown • Accuracy (Long) • Accuracy (Medium) • Accuracy (Short) • Accuracy (Close)
- Weapon (Melee)
- Melee Damage Multiplier • Melee Weapon Average Armor Penetration • Melee Damage Per Second
- Building
- Research Speed Factor • Max Power Output • Medical Tend Quality Offset • Work Speed Factor • Work Efficiency Factor • Work To Build • Door Opening Speed • Rest Effectiveness • Immunity Gain Speed Factor • Recreation Power • Surgery Success Chance Factor • Reading Bonus • Trap Spring Chance • Trap Melee Damage • Biosculpter Pod Speed Factor • Assembly Speed Factor • Baby Play Power • Birth Quality Offset • Genetic Complexity Increase
- Ability
- Detection Chance • Goodwill Impact • Effect Radius • Duration • Range • Psyfocus Cost • Neural Heat Gain • Casting Time • Psylink Level
- Stuff Stat Factors (Multipliers when made of this)
- Melee Cooldown • Sharp Damage • Blunt Damage • Insulation - Heat (Material Factor) • Insulation - Cold (Material Factor) • Armor - Heat (Material Factor) • Armor - Blunt (Material Factor) • Armor - Sharp (Material Factor)
- Mechanitor
- Mech Bandwidth • Mech Control Groups • Mech Gestation Speed • Mech Remote Repair Distance • Mech Remote Shield Distance • Mech Remote Shield Energy • Mech Repair Speed • Subcore Encoding Speed • Mech Work Speed Offset
- Pawn - Combat
- Stagger Time Multiplier • Ranged Cooldown Multiplier • Aiming Time • Pawn Trap Spring Chance • Incoming Damage Multiplier • Accuracy Factor (Long) • Accuracy Factor (Medium) • Accuracy Factor (Short) • Accuracy Factor (Close) • Shooting Accuracy (Indoors Dark • Indoors Lit • Outdoors Dark • Outdoors Lit ) • Mortar Miss Radius Multiplier • Melee Armor Penetration • Melee Dodge Chance (Indoors Dark • Indoors Lit • Outdoors Night • Outdoors Day ) • Melee Hit Chance (Indoors Dark • Indoors Lit • Outdoors Dark • Outdoors Lit ) • Melee DPS • Melee Damage Factor • Melee Cooldown • Melee Door Damage Factor • Shooting Accuracy Multiplier (Child)
- Pawn - Social
- Bond Chance Factor • Train Animal Chance • Tame Animal Chance • Arrest Success Chance • Pawn Beauty • Social Impact • Drug Sell Price Improvement • Trade Price Improvement • Negotiation Ability • Suppression Power • Conversion Power • Slave Suppression Fall Rate • Animal Products Price Improvement
- Pawn - Work
- Cleaning Speed Multiplier • Butchery Speed • Mechanoid Shredding Speed • Hunting Stealth • Research Speed • Smelting Speed • Smoothing Speed • Animal Gather Speed • Animal Gather Yield • Drug Cooking Speed • Drug Synthesis Speed • Butchery Efficiency • Mechanoid Shredding Efficiency • Cooking Speed • Food Poison Chance • Plant Work Speed • Plant Harvest Yield • Drug Crop Harvest Yield • Reading Speed • Repair Success Chance • Construct Success Chance • Construction Speed • Medical Tend Speed • Medical Tend Quality • Medical Operation Speed • Medical Surgery Success Chance • Mining Speed • Deep Drilling Speed • Mining Yield • General Labor Speed • Global Work Speed • Hacking Speed • Pruning Speed • Activity Suppression Speed • Study Efficiency • Entity Study Rate
- Hidden
- Bed Hunger Rate Multiplier
Stats Ask Query[edit]
- Basics - Important
- Basics - Non Pawn Important
- Basics
- Animals Learning Factor • Beauty (Stat) • Cancer Rate Factor • Caravan Riding Speed • Carrying Capacity • Cleanliness (Stat) • Comfort (Stat) • Construction Speed (Material Factor) • Crawl Speed • Deterioration Rate • Eating Speed • Fertility • Filth Rate • Flammability • Food Poison Chance (Food Stat) • Foraged Food Amount • Global Certainty Loss Factor • Global Learning Factor • Hemogen Gain Multiplier • Honor Value • Ideoligion Spread Chance • Immunity Gain Speed • Injury Healing Factor • Learning Rate Factor • Leather Amount • Lifespan Factor • Market Value • Market Value Ignoring Hitpoints • Mass • Max Hit Points • Max Install Count • Max Nutrition • Maximum Comfortable Temperature • Meat Amount • Medical Potency • Medical Tend Quality Maximum • Meditation Psyfocus Gain • Mental Break Threshold • Minimum Comfortable Temperature • Minimum Handling Skill • Move Speed • Neural Heat Gain (Factor) • Neural Heat Limit • Neural Heat Limit Offset • Neural Heat Recovery Rate • Neural Heat Recovery Rate Offset • Nutrition (Stat) • Outdoor Beauty • Pain Shock Threshold • Psychic Sensitivity • Psychic Sensitivity Factor • Psychic Sensitivity Offset • Raw Nutrition Multiplier • Recreation Fall Rate • Rest Rate Multiplier • Sell Price Multiplier • Shooting Accuracy (Turrets) • Slave Suppression Offset • Sleep Fall Rate • Style Dominance • Terror (Source) • Toxic Environment Resistance • Toxic Resistance • Work To Make
- Basics - Pawn
- Animals Learning Factor • Cancer Rate Factor • Caravan Riding Speed • Carrying Capacity • Crawl Speed • Eating Speed • Fertility • Filth Rate • Foraged Food Amount • Global Certainty Loss Factor • Global Learning Factor • Hemogen Gain Multiplier • Ideoligion Spread Chance • Immunity Gain Speed • Injury Healing Factor • Learning Rate Factor • Leather Amount • Lifespan Factor • Max Nutrition • Maximum Comfortable Temperature • Meat Amount • Meditation Psyfocus Gain • Mental Break Threshold • Minimum Comfortable Temperature • Minimum Handling Skill • Move Speed • Neural Heat Gain (Factor) • Neural Heat Limit • Neural Heat Recovery Rate • Pain Shock Threshold • Psychic Sensitivity • Raw Nutrition Multiplier • Recreation Fall Rate • Rest Rate Multiplier • Sleep Fall Rate • Toxic Environment Resistance • Toxic Resistance
- Basics - Non Pawn
- Beauty (Stat) • Cleanliness (Stat) • Comfort (Stat) • Construction Speed (Material Factor) • Deterioration Rate • Food Poison Chance (Food Stat) • Outdoor Beauty • Sell Price Multiplier • Shooting Accuracy (Turrets) • Style Dominance • Work To Make
- Mechanoid
- Bandwidth Cost • Control Taking Time • EMP Resistance • Energy Usage Multiplier • Repair Energy Cost • Wastepacks Per Recharge
- Meditation
- Meditation Plant Growth Offset • Meditation Psyfocus Bonus
- Terrain
- Cleaning Time Multiplier • Filth Multiplier
- Apparel
- Armor - Blunt • Armor - Heat • Armor - Material Effect Multiplier • Armor - Sharp • Equip Delay • Insulation - Cold • Insulation - Cold - Material Effect Multiplier • Insulation - Heat • Insulation - Heat - Material Effect Multiplier • Jump Range • Pack Radius • Shield Max Energy • Shield Recharge Rate
- Weapon (Ranged)
- Accuracy (Close) • Accuracy (Long) • Accuracy (Medium) • Accuracy (Short) • Ranged Cooldown • Ranged Damage Multiplier
- Weapon (Melee)
- Melee Damage Multiplier
- Building
- Assembly Speed Factor • Baby Play Power • Biosculpter Pod Speed Factor • Birth Quality Offset • Property:Building Size Category • Door Opening Speed • Genetic Complexity Increase • Immunity Gain Speed Factor • Max Power Output • Medical Tend Quality Offset • Reading Bonus • Recreation Power • Research Speed Factor • Rest Effectiveness • Surgery Success Chance Factor • Trap Melee Damage • Trap Spring Chance • Work Efficiency Factor • Work Speed Factor • Work To Build
- Ability
- Casting Time • Duration • Effect Radius • Goodwill Impact • Neural Heat Gain • Psyfocus Cost • Psylink Level • Range (Ability)
- Stuff Stat Factors (Multipliers when made of this)
- Armor - Blunt (Material Factor) • Armor - Heat (Material Factor) • Armor - Sharp (Material Factor) • Blunt Damage • Insulation - Cold (Material Factor) • Insulation - Heat (Material Factor) • Melee Cooldown • Sharp Damage
- Mechanitor
- Mech Bandwidth • Mech Control Groups • Mech Gestation Speed • Mech Remote Repair Distance • Mech Remote Shield Distance • Mech Remote Shield Energy • Mech Repair Speed • Mech Work Speed Offset • Subcore Encoding Speed
- Pawn - Combat
- Accuracy Factor (Close) • Accuracy Factor (Long) • Accuracy Factor (Medium) • Accuracy Factor (Short) • Aiming Time • Incoming Damage Multiplier • Melee Armor Penetration • Melee Cooldown (Pawn) • Melee DPS • Melee Damage Factor • Melee Dodge Chance • Melee Dodge Chance Indoors Dark • Melee Dodge Chance Indoors Lit • Melee Dodge Chance Outdoors Day • Melee Dodge Chance Outdoors Night • Melee Door Damage Factor • Melee Hit Chance • Melee Hit Chance Indoors Dark • Melee Hit Chance Indoors Lit • Melee Hit Chance Outdoors Dark • Melee Hit Chance Outdoors Lit • Mortar Miss Radius Multiplier • Pawn Trap Spring Chance • Ranged Cooldown Multiplier • Shooting Accuracy Indoors Dark • Shooting Accuracy Indoors Lit • Shooting Accuracy Multiplier (Child) • Shooting Accuracy Outdoors Dark • Shooting Accuracy Outdoors Lit • Stagger Time Multiplier
- Pawn - Social
- Animal Products Price Improvement • Arrest Success Chance • Beauty (Pawn) • Bond Chance Factor • Conversion Power • Drug Sell Price Improvement • Negotiation Ability • Slave Suppression Fall Rate • Social Impact • Suppression Power • Tame Animal Chance • Trade Price Improvement • Train Animal Chance
- Pawn - Misc
- Biosculpter Occupant Speed • Growth Vat Occupant Speed
- Pawn - Work
- Activity Suppression Speed • Animal Gather Speed • Animal Gather Yield • Butchery Efficiency • Butchery Speed • Cleaning Speed Multiplier • Construct Success Chance • Construction Speed • Cooking Speed • Deep Drilling Speed • Drug Cooking Speed • Drug Crop Harvest Yield • Drug Synthesis Speed • Entity Study Rate • Food Poison Chance • General Labor Speed • Global Work Speed • Hacking Speed • Hunting Stealth • Mechanoid Shredding Efficiency • Mechanoid Shredding Speed • Medical Operation Speed • Medical Surgery Success Chance • Medical Tend Quality • Medical Tend Speed • Mining Speed • Mining Yield • Plant Harvest Yield • Plant Work Speed • Pruning Speed • Reading Speed • Repair Success Chance • Research Speed • Shooting Accuracy • Smelting Speed • Smoothing Speed • Study Efficiency
- Psychic Ritual
- Psychic Ritual Quality • Psychic Ritual Quality Offset
- Containment
- Property:Anomaly Knowledge • Property:Base Escape Interval Mtb Days • Property:Bioferrite Density • Cold Containment Bonus • Property:Containment Factor • Property:Containment Strength • Containment Strength • Property:Gets Cold Containment Bonus • Property:Knowledge Category • Property:Minimum Containment Strength • Minimum Containment Strength • Property:Minimum Monolith Level For Study • Property:Requires Holding Platform • Property:Requires Imprisonment • Property:Studiable Frequency Ticks
Merged Stat Subpages[edit]
DefName Label Label For Full Stat List Offset Label |
Description | Category | Parameters | Complex Parameters |
Display Priority In Category |
---|---|---|---|---|---|
|
The maximum hit points of an object. This represents how much damage it can take before being destroyed. |
|
|
- | 99997 |
|
The physical mass of an object. |
|
|
|
1500 |
|
The market value of an object. The actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors. |
|
|
StatParts:
|
2510 |
|
- |
|
|
StatParts:
|
2510 |
|
A multiplier on the price at which you can sell items. |
|
|
- | 2509 |
|
The amount of honor your trader will earn for giving this to a tribute collector. |
|
- | 2508 | |
|
How easily an object catches fire and how quickly a fire will grow as it burns. |
|
|
- | 3000 |
|
The base amount of work it takes to make an item, once all materials are gathered. |
|
|
- | 3100 |
|
The rate at which this item deteriorates when left outside, in average hit points per day. Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water. |
|
|
|
2500 |
|
How enjoyable an object is to look at. Beautiful objects fulfill characters' need for beauty. |
|
|
|
3000 |
|
How enjoyable something is to look at if it's outside. Beautiful objects fulfill peoples' need for beauty. |
|
|
|
3000 |
|
How much an object contributes to an area's cleanliness score. |
|
|
- | 3000 |
|
How comfortable an object is to sit or lay on. Using comfortable objects fulfills a character's need for comfort. |
|
|
|
3000 |
|
How nutritious this food is. |
|
|
|
3000 |
|
The chance this food will cause food poisoning. |
|
|
|
4000 |
|
Base chance to not miss per cell of shot distance. Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target. |
|
|
- | 4000
|
|
How effective this is when used to tend wounds and diseases, or do surgery. Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery. Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck. |
|
|
- | 4000 |
|
The maximum quality of medical tending that can be achieved while using this. Better tend quality allows skilled doctors to treat wounds better, as well as more reliably. |
|
|
- | 4010 |
|
The speed at which buildings made of this are constructed is multiplied by this value. Some materials, like stone, are slow to build from, while others, like wood, are fast. |
|
|
- | 2500 |
|
The amount of extra psyfocus someone gains by focusing on this object during meditation, in addition to their own base rate of meditation psyfocus gain. For some objects, this number can change depending on the surroundings and the person doing the meditating. |
|
- | 4010 | |
|
An offset applied to the user's psychic sensitivity. |
|
|
|
3500 |
|
A factor applied to the user's psychic sensitivity. |
|
|
- | 3500 |
|
An offset applied to the user's neural heat limit. |
|
|
3525 | |
|
An offset applied to the user's neural heat recovery rate. |
|
|
3550 | |
|
How susceptible this surface is to filth. If this is less than 100%, some of the filth deposited here will disappear on contact. This only applies to organic filth. |
|
|
- | - |
|
A multiplier on how long it takes to clean filth from this surface. |
|
|
- | -
|
|
- |
|
|
- | 1 |
|
- |
|
|
- | 2 |
|
- |
|
|
- | 3 |
|
The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in. |
|
|
StatParts:
|
100 |
|
The protection given against blunt damage like fists, club impacts and rock falls.
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in. |
|
|
StatParts:
|
99 |
|
The protection given against temperature-related damage like burns.
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in. |
|
|
StatParts:
|
98 |
|
How much this apparel improves a wearer's minimum comfortable temperature. Greater values allow surviving in colder temperatures. |
|
|
StatParts:
|
90 |
|
How much this apparel improves a wearer's maximum comfortable temperature. Greater values allow surviving in warmer temperatures. |
|
|
StatParts:
|
89 |
|
The maximum energy a shield can have at one time. More energy absorbs more damage. |
|
|
|
70 |
|
The rate at which a shield gains energy as long as it is not broken. |
|
|
|
69 |
|
The area affected when this pack detonates. |
|
|
|
60 |
|
The time it takes to equip and unequip this item. |
|
|
- | 50
|
|
The weapon's accuracy at a distance of 3 cells or less. An actual shot's chance to hit will also be affected by other factors. |
|
|
StatParts:
|
5110 |
|
The weapon's accuracy at a distance of 12 cells. An actual shot's chance to hit will also be affected by other factors. |
|
|
StatParts:
|
5109 |
|
The weapon's accuracy at a distance of 25 cells. An actual shot's chance to hit will also be affected by other factors. |
|
|
StatParts:
|
5108 |
|
The weapon's accuracy at a distance of 40 cells or more. An actual shot's chance to hit will also be affected by other factors. |
|
|
StatParts:
|
5107 |
|
How long it takes to recover after firing this weapon. |
|
|
- | 5106 |
|
A damage multiplier applied to projectiles fired from this weapon. |
|
|
|
5105
|
|
Average damage dealt per second in melee combat, if all attacks hit. |
|
|
- | 5010 |
|
Average armor penetration in melee combat. |
|
|
- | 5009 |
|
A damage multiplier applied to melee combat. |
|
|
|
5008 |
|
A multiplier on attack delay for weapons made of this material. |
|
|
- | 4504 |
|
A multiplier on damage from sharp-type attacks for weapons made of this material. |
|
|
- | 4505 |
|
A multiplier on damage from blunt-type attacks for weapons made of this material. |
|
|
- | 4506
|
|
The base amount of work it takes to build a structure, once all materials are gathered. The work required to deconstruct the structure is also based on this. |
|
|
- | 3101 |
|
The speed at which the door opens when unpowered. Slow doors will slow down everyone who uses them. |
|
|
- | 3102 |
|
How fast people sleeping on this gain rest. |
|
|
|
4000 |
|
How much damage this trap does on average per hit. Each trap hits multiple times. The actual damage in any instance will vary randomly. |
|
|
- | 5001 |
|
The likelihood that the trap will spring when an unaware creature passes over it. |
|
|
- | 5000 |
|
The speed at which people do research is multiplied by this value. |
|
|
|
1000 |
|
Medical tend quality is offset by this value. |
|
|
- | 2000 |
|
Immunity gain speed is multiplied by this value. |
|
|
- | 4000 |
|
The maximum power that this generator can output in ideal conditions. |
|
|
- | 1000 |
|
Work speed is multiplied by this value. |
|
|
|
3000 |
|
Work efficiency is multiplied by this value. |
|
|
- | 3000 |
|
How effectively this item entertains people and fulfills the need for recreation. |
|
|
|
4010 |
|
A multiplier to the chance that a surgery will succeed when performed here. Surgery success chances are also affected by many other factors, including the surgeon's ability and medicine used. |
|
|
|
4100 |
|
Provides a bonus to research speed, XP gained from reading, and recreation gained from reading in the same room as the bookcase. This is increased by placing more and higher quality books in the bookcase. |
|
|
|
4200
|
|
The minimum psylink level required to use this ability. |
|
|
1005 | |
|
How long it takes to perform this ability. |
|
|
1004 | |
|
How much neural heat will be added as a result of performing this ability. |
|
|
1003 | |
|
How much psyfocus must be spent to perform this ability. |
|
|
1002 | |
|
The maximum distance to a target of this ability, or to the center of the target location. |
|
|
- | 1001 |
|
How long the effects of this ability last. |
|
|
- | 999 |
|
The radius of the area of effect of this ability. |
|
|
- | 998 |
|
How casting this ability on someone will impact relations with their faction. |
|
|
- | 997 |
|
The likelihood of this psychic power being detected when it is used. Some factions try to enforce laws which restrict some powers to those holding specific titles. When you use a power, there is a chance that the psychic signature will be detected at a distance, which leads to diplomatic consequences. |
|
|
|
996
|
|
Armor against sharp damage like bullets, knife stabs, and animal bites. |
|
|
- | 4510 |
|
Armor against blunt damage like club impacts, rock falls, and explosions. |
|
|
- | 4509 |
|
Armor against temperature-related damage like burns. |
|
|
- | 4508 |
|
How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn. |
|
|
- | 4507 |
|
How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn. |
|
|
- | 4506
|
|
Average damage per second in melee combat. This stat ignores target defenses like dodging and armor. |
|
|
- | 5100 |
|
A multiplier on the amount of melee damage inflicted by this person. |
|
|
5200 | |
|
A multiplier on the time this creature takes to recover after making a melee attack. |
|
|
- | 5201 |
|
Average armor penetration of all attacks in melee combat. This stat includes currently used weapon. |
|
|
- | 4100 |
|
Chance to hit a target in melee. The target can still dodge even if we would've hit. |
|
|
|
4100 |
|
Chance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon. |
|
|
|
4100 |
|
A multiplier on the cooldown between bursts when using a ranged weapon. |
|
|
- | 1205 |
|
Base chance to not miss per cell of shot distance. Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target. |
|
|
|
4050 |
|
A multiplier on accuracy at a distance of 3 cells or less. |
|
|
- | 4049 |
|
A multiplier on accuracy at a distance of 12 cells. |
|
|
- | 4048 |
|
A multiplier on accuracy at a distance of 25 cells. |
|
|
- | 4047 |
|
A multiplier on accuracy at a distance of 40 cells or more. |
|
|
- | 4046 |
|
How long it takes to shoot after choosing a target. |
|
|
4040 | |
|
A multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells. |
|
|
|
4060 |
|
Chance to spring a trap the character is unaware of. |
|
|
- | 4047 |
|
A multiplier on all incoming damage. |
|
|
- | 4048 |
|
A multiplier on the duration of the stagger-slowdown that occurs when damage is taken. |
|
|
- | 1200
|
|
How effective this person is as a negotiator. This affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks. |
|
|
|
2600 |
|
How physically attractive this person is. This affects social interactions. |
|
|
- | 2000 |
|
How effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance. |
|
|
|
2000 |
|
When this person acts as a trade negotiator, buy and sell prices are improved by this percentage. |
|
|
|
2599 |
|
When this person sells non-medical drugs, prices are improved by this percentage. |
|
|
- | 2560 |
|
A multiplier on how much other people are affected by this person's social interactions. |
|
|
|
2000 |
|
The base chance this person will successfully tame an animal on any given attempt. The actual chance is also affected by the animal's wildness. Failed tame attempt can induce animal attacks, especially for more vicious animals. |
|
|
|
1901 |
|
The base chance this person will make progress training an animal on a given attempt. The actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on. |
|
|
|
1900 |
|
A multiplier on the chance to bond with an animal when interacting with it. |
|
|
- | 1890
|
|
Speed of movement in cells per second. |
|
|
|
2500 |
|
Speed of crawling in cells per second. |
|
|
|
2499 |
|
As long as someone's mood is below this level, they are in danger of having a mental break. The severity of the mental break will depend on how far below the threshold they are. |
|
|
- | 2000 |
|
More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit. |
|
|
3500 | |
|
How well this creature resists toxic buildup. |
|
|
- | 3451 |
|
A multiplier on the learning rate for all skills. |
|
|
- | 3500 |
|
- | - |
|
- | - |
|
A multiplier on how quickly a creature rests while sleeping. |
|
|
|
2501 |
|
A multiplier on eating speed. |
|
|
|
1000 |
|
Below this temperature, characters will be unhappy. Significantly below this temperature, they will develop hypothermia and frostbite and eventually die. |
|
|
|
2010 |
|
Above this temperature, characters will be unhappy. Significantly above this temperature, they will develop heatstroke and eventually die. |
|
|
|
2010 |
|
The speed at which this character gains immunity to diseases. If this is too slow, the character will die from a disease before developing immunity. |
|
|
|
2000 |
|
The multiplier applied to a person's injury healing rate. |
|
|
2201 | |
|
The amount of stuff this creature can carry in its hands, mouth, or other manipulators. This is separate from the ability to carry cargo on long cross-world trips. |
|
|
|
2203 |
|
The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed. |
|
|
|
3552 |
|
The amount of leather yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed. |
|
|
|
3551 |
|
This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals. |
|
|
|
1500 |
|
The pain level at which this creature is downed from pain. |
|
|
- | 2000 |
|
The amount of nutrition this person will automatically forage per day while traveling by caravan. |
|
|
|
1000 |
|
How much filth this creature produces. It's best to keep filth-producing animals outdoors or on straw matting where their filth won't be a problem. |
|
|
- | 2205 |
|
A multiplier on the learning rate for animals skill. |
|
|
- | 3500 |
|
The multiplier applied to a person's movement speed when they ride this animal as part of a caravan. Animals can only be ridden in caravans. |
|
|
- | 2203 |
|
The amount of nutrition needed to completely fill this creature's stomach.
|
|
|
|
2501 |
|
Lifespan factor alters the effective lifespan of a creature by shortening or lengthening the time until they develop age-related diseases. A lifespan factor over 100% delays disease onset and increases overall lifespan, while a lifespan factor under 100% speeds up disease onset and reduces lifespan. |
|
|
- | 2000 |
The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects. |
|
4010 | |||
|
The maximum amount of neural heat individual can tolerate safely. |
|
|
|
3500 |
|
The rate at which this person reduces neural heat. |
|
|
|
4000 |
|
How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison. |
|
|
- | 3450 |
|
A multiplier on the speed that a person's sleep need falls. |
|
|
- | - |
|
This mechanoid has special shielding and shock-dissipation filaments that reduce the effect of EMP damage by this percentage. This reduces the duration of stuns caused by EMP. |
|
- | 2030 | |
|
A multiplier on the speed that a person's recreation need falls. |
|
|
- | -
|
|
A multiplier on a character's speed at doing any kind of work. |
|
|
|
5000 |
|
A speed at which this person mines away walls. |
|
|
|
4900 |
|
A speed at which this person uses a deep drill to extract underground resources. |
|
|
|
4901 |
|
The percentage of mined resources a miner will produce. This applies to both wall mining and deep drill mining. This doesn't affect the production rate of rock chunks from deep drills. |
|
|
|
4902 |
|
A multiplier on the speed at which this person smooths rough stone floors and walls. |
|
|
|
4500 |
|
How fast this person performs research and how quickly they can find things using scanning equipment. |
|
|
|
4500 |
|
The speed at which this person milks, shears, and otherwise gathers resources from animals. |
|
|
|
4501 |
|
The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal. Higher percentages reduce the chance of wasting the product. |
|
|
|
4502 |
|
The speed at which this person sows and harvests plants. |
|
|
|
4550 |
|
The yield this person gets when harvesting plants. Low yields give a chance that this person will accidentally waste the harvest. |
|
|
|
4551 |
|
The yield this person gets when harvesting drug crops. Low yields give a chance that this person will accidentally waste the harvest. High yields increase the yield from each plant. |
|
|
|
4552 |
|
This stat reduces the chance of hunted animals attacking the hunter. A 0% score means no reduction. A 100% score means animals never attack. |
|
|
|
4500 |
|
The speed at which this person constructs and repairs buildings. |
|
|
|
4602 |
|
The chance that this person will succeed in constructing something. Failing means wasting time and resources. |
|
|
|
4601 |
|
The chance that this person will successfully repair a broken down building using a component. Failing means wasting time and resources. Note that this only applies to repairing breakdowns, which is different from repairing damage. |
|
|
|
4600 |
|
A multiplier on how fast this cleans up filth from the ground. |
|
|
|
2500 |
|
A multiplier on how fast this person can read. |
|
|
|
4600
|
|
Speed at which the character tends to wounds and illnesses. |
|
|
|
4650 |
|
The base quality of tending given when tending wounds and illnesses. The actual tend quality will also be affected by factors like medicine used, facilities, luck, and so on. |
|
|
|
4651 |
|
The speed at which the character performs medical operations. |
|
|
|
4652 |
|
The base chance that a character will succeed when performing a medical operation. The actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations. No matter how high this stat is, there is always a small chance of failure on any operation. |
|
|
|
4653
|
|
The speed at which this person smelts things. Since smelting is dumb labor, smelting speed is not affected by any skill. |
|
|
|
4500 |
|
The speed at which this person carries out general labor like making stone blocks, making chemfuel at a refinery, burning items, tailoring clothes, creating art, smithing armor and weapons or smelting slag. This stat applies both to activities that involve no skill, as well as those where the skill affects the quality of the product instead of the speed of production. |
|
|
|
4999 |
|
How fast this character synthesizes complex chemical drugs. |
|
|
|
4511 |
|
The speed at which this person cooks meals. |
|
|
|
4541 |
|
The probability that this character will inadvertently poison a meal they cook. Anyone who eats a food-poisoned meal will be temporarily debilitated with pain, weakness, and vomiting. |
|
|
|
4542 |
|
The speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints. |
|
|
|
4510 |
|
The speed at which this person butchers flesh creatures. |
|
|
|
4500 |
|
The speed at which this person can shred a mechanoid for resources. |
|
|
|
4500 |
|
The amount of meat produced when butchering flesh creatures. The actual amount is also related to the creature's size. |
|
|
|
4520 |
|
The amount of materials yielded when this person shreds a dead mechanoid for resources. The actual amount is also related to the mechanoid's size. |
|
|
|
4520 |
Stat Graphs[edit]
Cooking Speed[edit]
- Post Process Curve:
- Points:
- (-20, 0.01)
- (0, 0.4)
- (20, 1.6)
- Points:
Market Value[edit]
Item Hit Points[edit]
- Parts:
- StatPart_Health:
- Curve:
- Points:
- (0.0, 0.0)
- (0.5, 0.1)
- (0.6, 0.5)
- (0.9, 1.0)
- Points:
- Curve:
- StatPart_Health:
Pawn Age[edit]
- Parts:
Surgery Success Chance Factor[edit]
- Parts:
- StatPart_Glow:
- Factor From Glow Curve:
- Points:
- (0,0.75)
- (0.50,1.00)
- Points:
- Factor From Glow Curve:
- StatPart_Glow:
Melee Hit Chance[edit]
Post Process Curve[edit]
- Post Process Curve:
- Points:
- (-20, 0.05)
- (-10, 0.10)
- (0.0, 0.50)
- (10, 0.80)
- (20, 0.90)
- (40, 0.96)
- (60, 0.98)
- Points:
Pawn Age[edit]
- Parts:
Melee Dodge Chance[edit]
- Post Process Curve:
- Points:
- (5, 0)
- (20, 0.30)
- (60, 0.50)
- Points:
Shooting Accuracy[edit]
- Post Process Curve:
- Points:
- (-20, 0.70)
- (-10, 0.80)
- (-6, 0.83)
- (-4, 0.85)
- (-2, 0.87)
- (0, 0.89)
- (2, 0.93)
- (4, 0.94)
- (6, 0.95)
- (8, 0.96)
- (10, 0.97)
- (12, 0.975)
- (14, 0.98)
- (16, 0.98333)
- (18, 0.98666)
- (20, 0.99)
- (22, 0.9925)
- (26, 0.995)
- (30, 0.9965)
- (40, 0.998)
- (60, 0.999)
- Points:
Aiming Time[edit]
- Parts:
Move Speed[edit]
- Parts:
- StatPart_Glow:
- Humanlike Only: true
- Factor From Glow Curve:
- Points:
- (0,0.80)
- (0.30,1.00)
- Points:
- StatPart_Glow:
Immunity Gain Speed[edit]
- Parts:
- StatPart_Age:
- Curve:
- Points:
- (0.65,1)
- (0.8,0.95)
- (1.0,0.9)
- (1.2,0.8)
- (1.5,0.5)
- Points:
- Curve:
- StatPart_Age:
Meat Amount[edit]
Malnutrition[edit]
- Parts:
- StatPart_Malnutrition:
- Curve:
- Points:
- (0, 1)
- (1, 0.4)
- Points:
- Curve:
- StatPart_Malnutrition:
Post Process Curve[edit]
- Post Process Curve:
- Points:
- (0,0)
- (5,14)
- (40,40)
- (100000,100000)
- Points:
Leather Amount[edit]
- Post Process Curve:
- Points:
- (0,0)
- (5,14)
- (40,40)
- (100000,100000)
- Points:
Arrest Success Chance[edit]
- Parts:
Global Work Speed[edit]
Light Level[edit]
- Parts:
- StatPart_Glow:
- Humanlike Only: true
- Factor From Glow Curve:
- Points:
- (0,0.80)
- (0.30,1.00)
- Points:
- StatPart_Glow:
- Ignore If Incapable Of Sight: true
- Ignore If Prefers Darkness: true
Pawn Age[edit]
Hunting Stealth[edit]
- Post Process Curve:
- Points:
- (0.0, 0.0)
- (0.1, 0.5)
- (0.2, 0.75)
- (0.5, 0.80)
- (1.0, 0.90)
- Points:
Reading Speed[edit]
Medical Tend Quality[edit]
- Post Process Curve:
- Points:
- (0, 0)
- (1.0, 1.0)
- (2.0, 1.5)
- (4.0, 2.0)
- Points:
Meditation Plant Growth Offset[edit]
- Parts:
- StatPart_ArtificialBuildingsNearbyOffset:
- Radius: 34.9
- Curve:
- Points:
- (0, 0.0)
- (5, -0.08)
- (10, -0.15)
- (50, -0.3)
- Points:
- StatPart_ArtificialBuildingsNearbyOffset:
Slave Suppression Fall Rate[edit]
- Parts:
Shooting Accuracy Multiplier (Child)[edit]
- Parts:
- StatPart_Age:
- Use Biological Years: true
- Humanlike Only: true
- Curve:
- Points:
- (4,0.95)
- (12,0.98)
- (13,1)
- Points:
- StatPart_Age:
Fertility[edit]
Male[edit]
- Parts:
- StatPart_FertilityByGenderAge:
- Male Fertility Age Factor:
- Points:
- (14, 0)
- (18, 1)
- (50, 1)
- (90, 0)
- Points:
- Male Fertility Age Factor:
- StatPart_FertilityByGenderAge:
Female[edit]
- Female Fertility Age Factor:
- Points:
- (14, 0)
- (20, 1)
- (28, 1)
- (35, 0.5)
- (40, 0.1)
- (45, 0.02)
- (50, 0)
- Points:
- Female Fertility Age Factor:
Stat Categories[edit]
Def Name | Label | Display Order |
Display All By Default |
# Of Stats | Source |
---|---|---|---|---|---|
Basics | Basics | 10 | true | 9 | Core - General |
BasicsImportant | Basics | 1 | true | 3 | Core - General |
BasicsPawnImportant | Basics | 2 | false | 0 | Core - General |
BasicsNonPawnImportant | Basics | 2 | false | 4 | Core - General |
BasicsPawn | Basics | 11 | false | 38 | Core - General |
BasicsNonPawn | Basics | 12 | false | 11 | Core - General |
AnimalProductivity | animal productivity | 13 | false | 0 | Core - General |
Source | content source | 999 | false | 0 | Core - General |
Apparel | Apparel | 30 | false | 13 | Core - Non-pawn |
Implant | Implant | 30 | false | 0 | Core - Non-pawn |
Weapon | Weapon | 40 | false | 0 | Core - Non-pawn |
Weapon_Ranged | Weapon (ranged) | 44 | false | 6 | Core - Non-pawn |
Weapon_Melee | Weapon (melee) | 48 | false | 3 | Core - Non-pawn |
Building | Building | 50 | false | 19 | Core - Non-pawn |
Ability | Ability | 60 | false | 9 | Core - Non-pawn |
Drug | Drug | 30 | false | 0 | Core - Non-pawn |
DrugAddiction | drug addiction | 110 | false | 0 | Core - Non-pawn |
Terrain | terrain | 13 | false | 2 | Core - Non-pawn |
EquippedStatOffsets | Offsets when equipped | 70 | false | 0 | Core - Virtual category |
StuffStatFactors | Multipliers when made of this | 74 | true | 8 | Core - Virtual category |
StuffStatOffsets | Offsets when made of this | 77 | true | 0 | Core - Virtual category |
StuffOfEquipmentStatFactors | Multipliers when equipment made of this | 80 | true | 0 | Core - Virtual category |
Surgery | Surgical | 90 | true | 0 | Core - Virtual category |
CapacityEffects | effects | 100 | true | 0 | Core - Virtual category |
PawnCombat | Combat | 110 | false | 31 | Core - Pawn |
PawnSocial | Social | 120 | false | 13 | Core - Pawn |
PawnMisc | Misc | 130 | false | 2 | Core - Pawn |
PawnWork | Work | 140 | false | 36 | Core - Pawn |
Meditation | Meditation | 13 | true | 2 | Core - Misc |
Genetics | Genetics | 200 | false | 0 | Core - Misc |
Mechanoid | Mechanoid | 13 | true | 6 | Core - Misc |
Mechanitor | Mechanitor | 105 | true | 9 | Biotech |
PsychicRituals | Psychic ritual | 500 | false | 2 | Anomaly |
Containment | Containment | 600 | false | 3 | Anomaly |
Serum | Serum | 700 | false | 0 | Anomaly |
Stat Bases[edit]
Name | Category | Parameters | Additional | Display Priority In Category |
---|---|---|---|---|
ButcherySpeedBase | PawnWork |
|
|
4500 |
ButcheryEfficiencyBase | PawnWork |
|
|
4520 |
ArmorRatingBase | Apparel |
|
StatParts:
|
- |
InsulationBase | Apparel |
|
StatParts:
|
- |
MarketValueBase | BasicsImportant |
|
StatParts:
|
2510 |
MeditationFocusBase | - | - | - | |
ShootingAccuracyFactorBase | PawnCombat |
|
- | - |
MechStatBase | Mechanoid |
|
- | - |
IntellectualSkillBase | PawnWork |
|
|
- |
AccuracyBase | Weapon_Ranged |
|
StatParts:
|
- |
DarknessCombat | PawnCombat |
|
- | - |
MechanitorStatBase | Mechanitor |
|
- | 2000 |
List of Stats by defName[edit]
- Ability_CastingTime
- Ability_DetectChancePerEntropy
- Ability_Duration
- Ability_EffectRadius
- Ability_EntropyGain
- Ability_GoodwillImpact
- Ability_PsyfocusCost
- Ability_Range
- Ability_RequiredPsylink
- AccuracyLong
- AccuracyMedium
- AccuracyShort
- AccuracyTouch
- ActivitySuppressionRate
- AimingDelayFactor
- AnimalGatherSpeed
- AnimalGatherYield
- AnimalProductsSellImprovement
- AnimalsLearningFactor
- ArmorRating_Blunt
- ArmorRating_Heat
- ArmorRating_Sharp
- ArrestSuccessChance
- AssemblySpeedFactor
- BabyPlayGainFactor
- BandwidthCost
- Beauty
- BeautyOutdoors
- BedHungerRateFactor
- BedRestEffectiveness
- BiosculpterOccupantSpeed
- BiosculpterPodSpeedFactor
- BirthRitualQualityOffset
- BluntDamageMultiplier
- BondAnimalChanceFactor
- ButcheryFleshEfficiency
- ButcheryFleshSpeed
- ButcheryMechanoidEfficiency
- ButcheryMechanoidSpeed
- CancerRate
- CaravanRidingSpeedFactor
- CarryingCapacity
- CertaintyLossFactor
- CleaningSpeed
- CleaningTimeFactor
- Cleanliness
- ColdContainmentBonus
- Comfort
- ComfyTemperatureMax
- ComfyTemperatureMin
- ConstructSuccessChance
- ConstructionSpeed
- ConstructionSpeedFactor
- ContainmentStrength
- ControlTakingTime
- ConversionPower
- CookSpeed
- CrawlSpeed
- DeepDrillingSpeed
- DeteriorationRate
- DoorOpenSpeed
- DrugCookingSpeed
- DrugHarvestYield
- DrugSellPriceImprovement
- DrugSynthesisSpeed
- EMPResistance
- EatingSpeed
- EnergyShieldEnergyMax
- EnergyShieldRechargeRate
- EntityStudyRate
- EquipDelay
- Fertility
- FilthMultiplier
- FilthRate
- FixBrokenDownBuildingSuccessChance
- Flammability
- FoodPoisonChance
- FoodPoisonChanceFixedHuman
- ForagedNutritionPerDay
- GeneralLaborSpeed
- GeneticComplexityIncrease
- GlobalLearningFactor
- GrowthVatOccupantSpeed
- HackingSpeed
- HemogenGainFactor
- HuntingStealth
- ImmunityGainSpeed
- ImmunityGainSpeedFactor
- IncomingDamageFactor
- InjuryHealingFactor
- Insulation_Cold
- Insulation_Heat
- JoyFallRateFactor
- JoyGainFactor
- JumpRange
- LearningRateFactor
- LeatherAmount
- LifespanFactor
- MarketValue
- MarketValueIgnoreHp
- Mass
- MaxHitPoints
- MaxInstallCount
- MaxNutrition
- MeatAmount
- MechBandwidth
- MechControlGroups
- MechEnergyLossPerHP
- MechEnergyUsageFactor
- MechFormingSpeed
- MechRemoteRepairDistance
- MechRemoteShieldDistance
- MechRemoteShieldEnergy
- MechRepairSpeed
- MedicalOperationSpeed
- MedicalPotency
- MedicalQualityMax
- MedicalSurgerySuccessChance
- MedicalTendQuality
- MedicalTendQualityOffset
- MedicalTendSpeed
- MeditationFocusGain
- MeditationFocusStrength
- MeditationPlantGrowthOffset
- MeleeArmorPenetration
- MeleeCooldownFactor
- MeleeDPS
- MeleeDamageFactor
- MeleeDodgeChance
- MeleeDodgeChanceIndoorsDarkOffset
- MeleeDodgeChanceIndoorsLitOffset
- MeleeDodgeChanceOutdoorsDarkOffset
- MeleeDodgeChanceOutdoorsLitOffset
- MeleeDoorDamageFactor
- MeleeHitChance
- MeleeHitChanceIndoorsDarkOffset
- MeleeHitChanceIndoorsLitOffset
- MeleeHitChanceOutdoorsDarkOffset
- MeleeHitChanceOutdoorsLitOffset
- MeleeWeapon_AverageArmorPenetration
- MeleeWeapon_AverageDPS
- MeleeWeapon_CooldownMultiplier
- MeleeWeapon_DamageMultiplier
- MentalBreakThreshold
- MinimumContainmentStrength
- MinimumHandlingSkill
- MiningSpeed
- MiningYield
- MortarMissRadiusFactor
- MoveSpeed
- NegotiationAbility
- Nutrition
- PackRadius
- PainShockThreshold
- PawnBeauty
- PawnTrapSpringChance
- PlantHarvestYield
- PlantWorkSpeed
- PowerPlantMaxPowerOuput
- PruningSpeed
- PsychicEntropyGain
- PsychicEntropyMax
- PsychicEntropyMaxOffset
- PsychicEntropyRecoveryRate
- PsychicEntropyRecoveryRateOffset
- PsychicRitualQuality
- PsychicRitualQualityOffset
- PsychicSensitivity
- PsychicSensitivityFactor
- PsychicSensitivityOffset
- RangedCooldownFactor
- RangedWeapon_Cooldown
- RangedWeapon_DamageMultiplier
- RawNutritionFactor
- ReadingSpeed
- ResearchSpeed
- ResearchSpeedFactor
- RestFallRateFactor
- RestRateMultiplier
- RoomReadingBonus
- RoyalFavorValue
- SellPriceFactor
- SharpDamageMultiplier
- ShootingAccuracyChildFactor
- ShootingAccuracyFactor_Long
- ShootingAccuracyFactor_Medium
- ShootingAccuracyFactor_Short
- ShootingAccuracyFactor_Touch
- ShootingAccuracyIndoorsDarkOffset
- ShootingAccuracyIndoorsLitOffset
- ShootingAccuracyOutdoorsDarkOffset
- ShootingAccuracyOutdoorsLitOffset
- ShootingAccuracyPawn
- ShootingAccuracyTurret
- SlaveSuppressionFallRate
- SlaveSuppressionOffset
- SmeltingSpeed
- SmoothingSpeed
- SocialIdeoSpreadFrequencyFactor
- SocialImpact
- StaggerDurationFactor
- StudyEfficiency
- StuffEffectMultiplierArmor
- StuffEffectMultiplierInsulation_Cold
- StuffEffectMultiplierInsulation_Heat
- StuffPower_Armor_Blunt
- StuffPower_Armor_Heat
- StuffPower_Armor_Sharp
- StuffPower_Insulation_Cold
- StuffPower_Insulation_Heat
- StyleDominance
- SubcoreEncodingSpeed
- SuppressionPower
- SurgerySuccessChanceFactor
- TameAnimalChance
- Terror
- TerrorSource
- ToxicEnvironmentResistance
- ToxicResistance
- TradePriceImprovement
- TrainAnimalChance
- TrapMeleeDamage
- TrapSpringChance
- WastepacksPerRecharge
- WorkSpeedGlobal
- WorkTableEfficiencyFactor
- WorkTableWorkSpeedFactor
- WorkToBuild
- WorkToMake
Stat Statistics[edit]
- 242 <StatDef
- 175 <StatDef>
- 35 <StatCategoryDef>
- 35 <displayOrder>
- 10 <displayAllByDefault>
- 265 <defName>
- 266 <label>
- 224 <description>
- 192 <category>
- 193 <displayPriorityInCategory>
Level 2[edit]
- 61 <parts>
- 39 <capacityFactors>
- 38 <skillNeedFactors>
- 20 <statFactors>
- 8 <postProcessCurve>
- 7 <skillNeedOffsets>
- 5 <capacityOffsets>
- 3 <postProcessStatFactors>
- 3 <showOnPawnKind>
Types[edit]
242 Total
- 35 Categories
- 207 Stats
Bases[edit]
- ButcherySpeedBase
- ButcheryEfficiencyBase
- ArmorRatingBase
- InsulationBase
- MarketValueBase
- MeditationFocusBase
- ShootingAccuracyFactorBase
- MechStatBase
- IntellectualSkillBase
- AccuracyBase
- DarknessCombat
- MechanitorStatBase
1 Non Base Parents
- Beauty
Classes[edit]
- 39 SkillNeed_BaseBonus
- 8 SkillNeed_Direct
Stat Parts[edit]
- 1 StatPart_AddedBodyPartsMass
- 9 StatPart_Age
- 1 StatPart_AgeOffset
- StatPart_ArtificialBuildingsNearbyOffset
- StatPart_BedStat
- StatPart_Biocoded
- StatPart_BiosculptingSpeedFactor
- StatPart_BlindPsychicSensitivityOffset
- StatPart_BodySize
- StatPart_ContentsBeauty
- StatPart_CorpseCasket
- StatPart_Deathresting
- StatPart_Difficulty_ButcherYield
- StatPart_EnvironmentalEffects
- StatPart_FertilityByGenderAge
- StatPart_FertilityByHediffs
- StatPart_Food
- StatPart_GearAndInventoryMass
- 6 StatPart_GearStatOffset
- 2 StatPart_Genes
- 3 StatPart_Glow
- 1 StatPart_GrowthVatSpeedFactor
- StatPart_HasRelic
- 1 StatPart_Health
- StatPart_Hyperlinks
- StatPart_IsCorpseFresh
- StatPart_IsFlesh
- StatPart_LifeStageMaxFood
- StatPart_Malnutrition
- StatPart_MaxChanceIfRotting
- StatPart_NaturalNotMissingBodyPartsCoverage
- StatPart_NearHarbingerTree
- StatPart_NotCarefullySlaughtered
- StatPart_NoxiousHaze
- 3 StatPart_Outdoors
- StatPart_OverseerStatOffset
- 1 StatPart_Pain
- StatPart_PlantGrowthNutritionFactor
- StatPart_PlayerFactionLeader
- StatPart_Pollution
- StatPart_Quality
- StatPart_Quality_Offset
- StatPart_ReloadMarketValue
- StatPart_Rest
- StatPart_Resting
- StatPart_RevenantSpeed
- StatPart_RoleConversionPower
- StatPart_RoomStat
- StatPart_ShamblerCorpse
- StatPart_ShamblerCrawling
- StatPart_SightPsychicSensitivityOffset
- StatPart_Slave
- 5 StatPart_Stuff
- StatPart_Terror
- StatPart_ToxicFallout
- StatPart_UnfinishedThingIngredientsMass
- StatPart_WeaponTraitsMarketValueOffset
- 1 StatPart_WildManOffset
- 1 StatPart_WorkTableOutdoors
- 2 StatPart_WorkTableTemperature
- 1 StatPart_WorkTableUnpowered
- 1 StatPart_WornByCorpse